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Showing results for tags 'speed'.
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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.
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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 .
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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!