Search the Community

Showing results for tags 'speed'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker


  • Developer Articles

Found 20 results

  1. So it's no secret we've all stuck a mainsail on a metal plate and shot it to infinity and beyond, Here is a challenge for you that lets you sorta do that, You can make the fastest Land, Sea or Air vehicle (that means rockets too ) Simple right? How hard can it be to strap a massive engine to something? We'll this isn't the hobby engineer challenge is it? Your craft must be a e t h s e t i c as well as fast. How is the leader board ran Kenji? I will do it based on raw speed! The faster the vehicle and the faster the acceleration then the higher you go on the board, simple. Just post your craft here via image or video, video is better. Anyone can have a go can't hurt can it? Now I hear you scream "This is most likely been done" Well I am looking to see some World Records set here! Rules are easy stock only no mods scrubs! Mods are for the weak! unless it's BDA Flight assist mods are okay I guess, I will let it slide. Remember its not just raw power, looks count as well! If its just a engine strapped to something 0% thought, then its likely your not going to make a appearance, I will Message the individuals in question should it occur, doubt it though. Here is my aircraft entry, XCV SoundProject, I won't count myself in the leader boards that's just sad XCV SoundProject - Flight - Looks healthy - Type of images I would like to prove speed - It has a pitiful top speed of....... 1,406 m/s You guys can beat that! My secret is Pink Guy - Pink Season As the entries come in I will make the leader boards Good Luck! Kenji! PLANE RECORDS : @Toastie_Buns The Sombrero at 1643 m/s! SEA RECORDS : @Cunjo Carl The SubSubSub at 50 m/s!
  2. Slowest Aircraft Challenge The era of Jeb flying supersonic spaceplanes is in its prime, but the new generation of pilots are a little less, well thrill seeking. Your challenge is to design the slowest possible aircraft, without leaving the atmosphere, and maintaining this speed for at least 30 seconds, and be able to land! Rules: Remain below 70,000 m Sustain flight for 30 seconds to qualify No rocket engines Stock parts only No autopilots Engines must be running at full speed during 30 second testing, and have a stable-ish speed. Must provide video proof of feat, launching from ksp, to landing (OBS Studio is free) Must be decently controllable Must have a prograde at horizon No Hovering Scoring: Lowest speed during 30 second testing multiplied by average altitude during 30 second testing Lowest score wins Bonus scores are divided by 2 Bonus: Preform at eve! Must fly to eve from Kerbin(rocket engines are allowed during transfer)
  3. Presenting my first mod for Kerbal Space Program. Well, almost my, because it is too much inspired by SpeedUnitChanger by @lttito What it does: noting complicated. No configuration, no buttons, it just changes your Surface speed indicator to this one: Why? IAS is what I'm missing so much in all mods. But no mod show it together with true speed, even FAR. And it is very interesting to know IAS when you play with planes very often. Also I added km/h display to somehow rely on IRL performances without doing simple arithmetics all the time. It is quite small display, probably, so I'm open to any suggestions how to improve it while keeping all information visible to player. Currently it is unknown if it is working with Ferram Aerospace Research properly (in terms of IAS value). GitHub: Releases page (GitHub): License: GPLv3 (derived)
  4. Hello fellow Kerbonauts today i want to show you guys my stock Formula One Car. I have found a couple of stock KSP F1 cars on the internet but i wasn't quit happy so i attempted to build one myself. This is what i came up with. My Car is a replica of the 2016 Mercedes Benz F1 Car which won the Drivers-and Constructors World Championsship with the drivers Rosberg (WDC) and Hamilton. My version is 5.9m long, 1.7m high and 2.6m wide. It has a docking port on the back end, so you can dock it to spaceshis. I tried to get it as close to the real W08 size as possible. It weights 3.699 tons. Thats actually a lot more than the original ). In the on KerbalX uploaded version i added a Mk1 Command Pod to the rear docking port, so the size and mass data looks different in the download version. Technically it has eight-wheel-drive. I added extra wheels to make them look thicker, and more F1-like. Electric Power is provided by a radioisotope generator (no solar panels). It has fuel celles, but only for optic purposes. The car has liquid fuel tanks but I left them empty for weight purposses. You can obviously fill them up and use the fuel sells too. It is the most stable an manouverable rover i have ever built in KSP (Eight Wheels i guess). The way the spoilers are addes i think it provides downforce too. It is safely drivable on the Mun also. Though, the spoilers obviously don’t provide any downforce there. If you wan to download it, heres a link: And here are some photos:
  5. Anybody know how to slow down the landing gear and/or landing leg retraction and deployment? I've been trying to make a crane that is several stories high, that could roll over to and above a typical 2nd stage payload height. I resized some of the landing gears and landing legs, but noticed that their resized angular animations move at a very speed. The result is whatever they are attached to hurling through the air whenever deployment or retraction happens. For Squad's landing legs there is a parameter for landing leg deployment speed and landing leg retraction speed. However, altering the retraction speed parameter has no effect.
  6. Challenge: Build a boat that goes as fast as you can make it travel. Rules: -Must have at least one kerbal in it (this can be in anything as long as the kerbal is secured to the vehicle, the kerbal can't be holding on to it) -Must have at least one part under the surface of the water -Must have at least a net total of 0.25 tons under the surface of the water (you can estimate this) -Must be intact and not break any parts (planned staging is okay as long as it still applies to the rules above) -Must provide screenshot and/or video evidence of the attempt -Highest speed will be counted as the highest speed measured for 3 seconds as long as the boat applies to the rules above -Have fun (Side note: vesselmover or similar mods are acceptable to get the vessel into the water) Scoring: -Each kerbal on the boat is worth 10 points -Speed is divided by thrust, then multiplied by the weight, that is then multiplied by 5, finally your amount of kerbals is multiplied by 10, and added to the total. -The equation for points is this: -((m/s)/kN)*5t+(10)K OR -((meters/sec) / (available thrust)) * (5 * mass in tons) + (10 * Kerbals onboard) Example: -500m/s top speed, 390kN (3 panthers in wet mode), 12 tons, 3 kerbals -((500/390)*(5*12)+30=106.92 points Scoreboard: - - - - -
  7. this challenge used to be on the very first page of the challenges list. it is where you have three minutes from launch to get as far away from kerbin as possible. 1. no cheats or mods 2. its counted as how far in height from kerbin you get in three minutes. since I doubt that anyone without cheats or modes could get out of kerbins soi in three minutes. 3. proof, pic of stock in-game clock at three minutes and the altitude. videos also accepted, even wanted. 4. if exploited, please say how. seperate if you need more info then just ask. need to watch dog, post my attempt tomorrow. leader board: 1. thomas h. with 1318 km 2. cunjo carl with 1134 km 3. man eating ape with 830 km
  8. Hello everyone! Today I was wondering how one can know the speed of a craft orbiting a planet, after a certain amount of time. For example, if I'm at the periapsis, what would be my speed after 2min? If I'm going at 1500km on a certain orbit, what would be my speed after 5min? It would be easy if the speed would change linearly while going from the apoapsis to the periapsis or from the periapsis to the apoapsis, but I feel like it doesn't work that way. Bonus question: How does the speed change in an elliptical orbit?
  9. HELLO EVERYONE! So, a few months back, I held a "Fighter Jet Speed challenge", in which many participated. Well, after about a month of nothing going on in it, I have decided to sort of re-make the challenge. With some new rules, I'm sure that this challenge is going to be just as fun as the first! Rules 1.0 You can use whatever Mk. parts you want. Mk. 2, and Mk. 1 are allowed, as is Mk. 3 (Good luck!), but modded Mk. parts will be put into another category. 2.0 Scoring is the same as the old thread; Max Speed + Maximum G's + 5 points for no cheats (optional) + (-) 75-100 for part limit violation. 3.0 Part limit is 75. 3.1 You can have as many engines as you want. 3.1a The engines must be air breathing. 3.1b RAPIER's are allowed, but they have to be locked into the air-breathing mode. 4.0 The ship MUST be crewed. 5.0 Have fun! Leaderboard Rules 1.0 A person can have two or more entries, but only 2 per category MAXIMUM. If a person does 3 or more, then the jet with the lowest score will be taken off. 1.0a A person can also have entries in multiple categories. So as you can see, these rules are a lot more lax compared to the original thread, so I hope this'll open up the thread for more competition, and more fun Hope you all enjoy the show. (Here are the old rules if you're just interested) LEADERBOARD Stock 1. @Eidahlil with 2048.5 points using the 'Screamy 4' 2. @foamyesque with 1961 points using the 'Very Fast' 3. @Eidahlil with 1934.4 points using the 'Screamy 2' 4. @NotAnAimbot with 1845 points using the 'X-1 High Speed Testing Vehicle' 5. @TheEpicSquared with 1633.3 points using the 'MOAR POWAH!!!' Honorable mentions - @swjr-swis with 1618.7 points using the 'SpeedFighter6' - @TheEpicSquared with 1552.2 points using the 'Fasty McGoFast Mk.2' - @swjr-swis with with 1526.4 points using the 'SpeedFighter-05' - @tjsnh with 1462.5 points using the 'SpeedSingle' - @dragonaether with 1024 points using the 'Heat Dart' Modded 1. 2. 3. 4. 5. Honorable mentions - - - - -
  10. Thanks for all your help guys. I've managed to build the craft i was looking for. Thanks for explaining the fundamentals so well. I've been building fast crafts of all shapes and sizes now. Hi, I'm having trouble building the plane i want. I've not much experience with planes at all, only ever built a couple of ssto's and even then i cheated the .cfg's . So i've started with the stock Mk4 Revenspear. None of my design attempts could reach more than 300m/s and this stock craft can reach 820m/s so i went with it. I need it to do as close to 1000m/s and have a range of 800km. This is the distance to my second base where i plan to eventually launch all my Kerbin rockets from and for shuttling crew and small payloads i need the speed, my big cargo plane takes 1hr10min to get there and that's far too long to do often. I also need a small cargo bay for the payloads. I've unlocked all plane science nodes. Here's the craft. The problem i'm running into is the range, every time i add more fuel and gain range, i need more thrust, i add more thrust and I've lost the gained range. I find i need a certain amount of thrust to get to around 360m/s before it seems to just run away with itself up to 800ish if i can't get to 360m/s it's a long slow journey. If i get the 360 i always then quickly get to 800 but fall short on the range every time. I've tried all sorts of different altitudes but not been able to squeeze out more than a few minutes extra flight time. This has a range of about 550km and can just about get the to the 360 tip over point. The ultimate goal would be to have a range of 1600km so i could air drop supply payloads instead of needing to land and refuel for the return journey. I also tried drop tanks but any side tank made reaching any sort of speed immpossible. If you can help me i'd really appreciate it.
  11. Interested in starting a post about speed challenges, for example, who can get to the mun and back fastest. Upload a video of your fastest times and let the competition begin!
  12. Stock Super Speed Jets What is this challenge you may be wondering my fellow kerbal comrades. Well it is.... basically just go fast and not die under 30,000m using stock parts provide screenshots Do you dare to accept First Place: Second Place: Third Place:
  13. Gene Kerman watched The Si-fi X-15 North American. So she wanted to have a plane go over 2020 m/s. The challenge is to make a rocket powered plane still in the Atmosphere and get over the speed. You can upload and show a vid if you want to.
  14. I thought about doing a Land Speed Record for 1.1.x. With the new wheel physics, this should be FUN. RULES: No part/gameplay affecting mods allowed. KER/MechJeb allowed, however. So is eye candy... No ALT+F12, cheating, or HyperEdit. Rocket/jet/MonoProp/Nuclear(?) engines allowed. Entries must be submitted as screenshots or videos, with at least one of the F3 screen at the end of the run. Run must be completed at end of the runway. Let's see how this goes.
  15. Ever got the crazy idea of moar boosters!!!! well what could go wrong ? Craft example My try : I toke it on my self to build hell mother of moar boosters and ended in space faster then expected, Now it's your time, Build a stock craft and send it to space as fast as possible and as always rules are simple : No cheats stock only Rating is based on how fast you reach 70KM and will be done on 20/04/2016 So as always make sure you take screen shot \ video and post it in comment below. Good luck kerbals Results and ranking : Record holder : Nefrums with 32 Seconds 2nd place : Ultimate Steve with 35 seconds and escaped to the sun 3rd place : Pete- with 35 seconds and lot of fuel left 4th place : purpleivan with 35 seconds unmanned probe 5th place : spacebrick3 with 36 seconds All hail the 3.75M engines Thank you all for participating it was tons of fun and moar boosters. Stay tuned for more challenges every week
  16. Hello Everybody, I'm currently working on this so I can't post it as an official challenge yet, but it's an idea that manifested itself a few months ago and I think it will interest most of you. I'd like to see someone clear every experiment in every situation on every celestial body (except sun and asteroids) in the shortest amount of game time. Tie breaker is the amount of science points collected upon completion. I figure this is a test of all aspects of the game. Running multiple missions simultaneously, grinding out science from each biome, and optimizing transfer windows to minimize transit time. All this in addition to building craft for all situations. I'll allow all mods as long as they do not add science experiments or multipliers and somehow manipulate the science earned from experiments. No interstellar drives or near future tech either. I can't have someone cutting interplanetary transfer times in half because they downloaded a mod and someone didn't. Just LFO/ox, Nukes, Ions, etc. I will allow the K+ torch drive though because if you want to invest the 1 year transit to eeloo to get fuel, by all means do so. Kethane, EPL, FTT, all fair game. Mechjeb too. I think the Hyperedit ban goes without saying. I also think adding Kerbal Alarm Clock also goes without saying I'm proposing this idea because I want to see all the different styles of play and strategies at work. I imagine it as an open-spec car race. I want to see all the infrastructure required to carry out all the missions simultaneously and return the science to kerbin. I imagine that's the way to maximize points, but feel free to transmit science to finish earlier at the risk of losing to a tie breaker. Sorry for the wall of text. Now that you have a rough idea of what I want to do, here's how I want everyone to set up the start: 1-Start a science mode game save 2-Manipulate the save file so you have enough science to unlock the whole tech tree and end with 0. Do this in the first minute of starting the game. (17,250 I think is the number but I'm not sure) 3-Now you have a "Science Sandbox" so to speak. All parts unlocked, no science points, and experiments left undone on day 1. 4-Go to work launching, building and science-ing. I'm open to ideas on rule tweaks and restrictions on certain mods. I'm really trying to leave this as open a challenge as possible while keeping with the spirit and feel of the stock game. If I'm not making sense and rambling, please tell me haha. Post progress as you move along too. Happy Science-ing! EDIT: I've Created a Google Sheet for everyone to keep track of their experiments easily. (Much easier than the science archive) Link Below DOUBLE EDIT: I've now posted the starting game save file and my current progress so far because I haven't been documenting before I wrote this "challenge" Save File (Start) - Save File (Mine) - Here is the Modlist I'm using. Sorry it's so long it sort of snowballed as I discovered them. All installed with CKAN except KER: Active Texture management (Aggressive) Chatterer ExtraPlanetary Launchpads Tweakscale Kerbal Attachment System Kerbal Engineer Redux Kethane Kerbal Inventory System Infernal Robotics MechJeb Ship Manifest Kerbal Alarm Clock Transfer Window Planner Freight Transport Technologies KER+MJ for all (Installs Kerbal Eningeer and MJ on all vessels without using the part) Kerbal Stats
  17. What is your land speed record? Mine is 622 m/s (which is 2239 km/h or 1391 Mile per hour). BTW, does anybody know why trying to insert media comes up with " The page you are trying to access is not available for your account."?
  18. As I was performing an aerobrake, my ablator died and went completely black. Then it made me wonder: how fast can you kill an ablator? ---RULES--- No Alt F12, keep it stock, don't mess with game files, etc. Keep it pure and genuine. I want to see how fast you can kill an ablator. I'm not sure if the size matters, but I'm going to try and keep it on even ground. The size of your base, starting engines determines the size ablator you can use. For instance, a 3.5m starting engine only allows you to use no smaller than a 3.5m ablator, and a 2.5 m starting engine allows a 2.5m ablator, and so forth. However, you can stick on a larger ablator with a smaller starting engine (The Vector engine can carry a 2 or 3 m ablator). If you use a cluster of starting engines of varying sizes, you can use an ablator no smaller than the largest starting engine. You may use stages as you see fit, but you may not use an engine in any stage larger than your blator payload. I will keep ablator burn up times each respective to their sizes. You gain bonus points if your vehicle doesn't blow up after killing the ablator, and especially if you come to a complete stop. This also means you can't have any parts destroyed while attempting to fry your blator. ----- Also, I hope this is a reasonable challenge... feel free to critique my challenge, but please don't be a wiseguy. As long as you are nice about pointing out any potential loopsholes, etc. Have fun.
  19. So far i have not seen many boats made in 1.0.5 none at all actually. So i want to see some boats made, and not just any type of boat i want to see some H1 unlimited hydroplanes. These boats can go up 200 mph, which means only 89 m/s . I challenge anyone who reads this thread to try and make one of these boats, but the specifications are *the boat has to go over 100 m/s (that is the max speed it can go the minimum speed is 70 m/s) *it can actually float *try to keep the weight close to 4 tons have fun and happy building .
  20. I have been wondering this for a while now, and there hasn't been a very specific answer. When I last tried figuring out what this slider does I found this thread which I quote down below. This is the best definition I can find of what Render Quality does, but it doesn't fully answer. Also it appears to conflict with what Vexx32 says a few lines lower about Shadow Cascades: Can someone give a list of exactly what Render Quality does visually inside KSP and anything else pertinent? The wiki also doesn't give a good answer as it directs you towards reading Unity's documentation. Many thanks and likes to those of you who can answer!