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Found 22 results

  1. Simple Hyperdrive! (HYPE) Originally Hyper Drive Mod Fast. Just Go Fast. This addon is designed to help Sci-fi enthusiasts to create crafts of their dreams. There is no limit with both an integrated Hyperdrive engine and a inline Hyperdrive inline engine. The mod adds overpowered propulsion systems, ION blocks, high performance reaction wheels and additional miners. By zer0Kerbal, originally by @Exodus_Solis and then by @Monniasza adopted with express permission and brought to you by KerbSimpleCo Adds Hyper engine, weakest and least efficient engine Charge Hyper Engine, which can be empowered by choosing "Interspace" mode Interspace Hyper Engine , which uses Ion and Electric Charge for higher efficiency Condensed Hyper Engine , which uses Condensed Ion and can be optimized for Power or Efficiency. Hyperdrive Inline Stabilizer, which creates enough torque to stabilize hyperdrives. ION block, which allows for VTOL and provides high RCS attitude 2.0 Hyper Crystal Miner, which allows to harvest Hyper Crystals Fuel tanks for engines, RCS and reaction wheels. Required fuels See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager /L Module Manager Suggests By @Exodus_Solis Kerbals of All Trades (KOAT) Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Transparent Pods (PODS) TweakScale (twk) Tags config, parts, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  2. Let’s say a ball 10 meters in diameter with an indestructible 5 m diameter core, was to hit the earth at 15,000,000,000,000,000 times the speed of light, somehow, right on the empire state building. I think there would be a very loud bang, a column of smoke, and a very big crater where new york used to be. and a lot of very hot plasma where there used to be breathable air, but i did no research for that answer, I was wondering what you think?
  3. Just as long as it stays on the ground, what is your fastest land vehicle? Mine was able to reach 350m/s. I don't have any images unfortunately. Tell us about yours! Did it explode? Did it look stylish?
  4. This plane which I call the Giupen 1 is one powerful and manoeuvrable boi. With its dual Panther engines, it can easily reach speeds of probably up to 1000m/s and is extremely agile, able to do sharp turns. (Going too fast may cause it to overheat and explode though) Ask if you want more pics.
  5. Hello, and welcome to... The Speedrun Challenge. This challenge is all about speed(duh). The aim is to get within the SOI of every object as fast as you physically can. Cheating(ex. ladder drive, cheat menu, hyperedit, etc.) is not allowed. Some mods are allowed and some are required. Allowed: RSS and RSSExpanded packs(for challenge) Gameslinx's Planet Overhaul and any other reasonable solar system mod is allowed. Before Kerbin, After Kerbin, Beyond Home, New Horizons, Whirligig World and GPP are the only system replacements allowed. Required: OPM(for outer planets) Kerbol Origins(if it works) Kerbol Plus(if it works) Odysseus Planet Pack(if it works) Kronkus Cyran Sentar Boris Urania(if it works) That's it for now! Scoreboard will be made when I have screenshot or video evidence for 1+ people.
  6. The Kurburgring Lap The objective is to build a car made mostly of wings, ailerons, struts, I-beams, and use Juno engines to propel it to a high speed. Other means of improving maneuverability and speed can be used, but not at the expense of aesthetics. Rules: -No F12 menu. -Only stock game parts. -Only the TR-2L, or RoveMax M1 can be used as a wheel (6 per craft, 4 if using the TR-2L). -The track must be followed, no short cuts. -A screenshot on every corner if possible, or every other corner. -Craft will be based purely on score for the points, but must be aesthetically pleasing (the craft may be mostly made of wings (51+%) but it has to look like a real life sports car / supercar, or have similar aesthetic or it doesn't qualify) -The car must be mostly made out of wings, structural parts, or ailerons, struts, etc. -Only the Juno engines may be used, and up to 12 may be used in the design. *All of them must be used for forward only propulsion. -Only a single 1.25m SAS wheel may be used. Rules for "anything goes": -The rule above apply, but the following is changed. -Any wheel type can be used (up to 8 wheels) -Up to 18 juno's may be used to push the craft FORWARD. -No kerbal is necessary (but there must be a seat, and room for one) -Aesthetics is less of an necessity, crazier designs will be forced into this section, so make them good. (Crazy designs will be seen, and we will have examples at some point.) Any SAS unit may be used, but only one. Rules for "Anything and Everything": -The rules above apply, but the following is changed. -Any amount of wheels -Up to 20 juno's may be used to push the craft FORWARD. -No kerbal is necessary -Aesthetics is NOT an necessity, the craziest designs shall be forced unto this section, so make them the best. Up to three SAS units may be used per craft. The track: Examples of "wing car aesthetic" The Kurburgring Laptimes: (in order from fastest (top) to slowest (bottom) submitted) Name - Car name - Lap time C7-Rejects - G-11 Tricae - 0:47 Colonel Cbplayer - Toyota AE86 - 0:49 EpicSpaceTroll139 - Selenium I II R - 0:56 LABenterprises - G-Force 2.0LM - 0:56 LABenterprises - B19 - 1:10 "ANYTHING GOES" RACERS: Name - Car name - Lap time -no submissions yet- "ANYTHING / EVERYTHING" RACERS: Name - Car name - Lap time -no submissions yet
  7. https://kerbalx.com/Skeletor2/200G-STOCK-Hypersonic-Plane Hey, I've been playing KSP since March 2013 and I pretty much only build planes. After 500 hours and hundreds of different designs, I've finally decided to upload one. It isn't my favorite plane I've made so far but it's the only one that can consistently pull more than 200G's (Though I have a few others that come close). I figured I'd share it and see how people feel. Please leave feedback if you like the plane/want to see more, maybe even share some of your own high-G designs! Not entirely sure how to make the pictures appear here without having to click a link but you can see them all on KerbalX. Let me know if I should change anything! https://imgur.com/a/YaeNk https://imgur.com/a/mlSvq https://imgur.com/a/LBhUS https://imgur.com/a/V7cYG https://imgur.com/a/40i3c https://imgur.com/a/6sGfB
  8. Lowell XT A cheap, light and fast sports car inspired by the Japanese mid-engined 2+2 sports cars of the mid 1980’s. After two years, the XT has been redesigned. You can find the link to the old one at the end of this text. Back in 1984 Lowell wanted to compete with the cheap Japanese sports cars that had flooded the market. Instead of designing one themselves they decided to buy a design from a well known designer. It was cheap to produce with a low part count and had an excellent low drag. The XT showing it's typical wedge shape. The Lowell XT was launched in February 1985 to the global market, only three days after the Subaru XT. Subaru immediately sued Lowell because the shape of the two cars had too much in common, also the name XT was a problem. This was settled out of court but costed Lowell a lot of money, and they also payed the press a lot to keep the case silent. Part of the agreement was that Subaru would name the XT Alcyone for the local market. In return Lowell agreed to redesign the front and drop the hidden headlamps in favor of a more standard design. On the left the 1987 XT, on the right the 1985 XT. It was determined the designer had stolen the design through corporate espionage. When the police came to arrest him, he had commited harakiri. The Lowell XT was an immediate success due to its low cost and excellent performance, it could hit 336 km/h which was unheard of at the time. However there were complaints as well. The ride height was more akin to a sedan and the springs and shocks were too soft, comparable with a sedan as well. To prevent tipping over a set of tires was used with less grip, resulting in relatively poor cornering and stopping power. The complaints were heard and in 1986 the design team started with modifications. The ride height was lowered, also the wheelbase increased. Springs and shocks were set to max. The roof was redesigned using lighter materials, this lowered the center of mass. The hood was replaced with one using less parts. The front was redesigned, making it lighter and giving it a more modern look. The rear lights were replaced with lighter versions. The interior received a lighter floor plate. The fuel tanks, engine and Boost Flap were lowered and drag reduced. Wheels were set at a camber of 3 degrees. Downforce was set to zero. The changes were dramatic. Mass dropped from 6.81t to 5.59t. Part count dropped from 114 to 94. Max speed increased from 336 km/h to 396 km/h. Max sustained G in corners increased from 2.1 to 3.0. Features stayed the same: 2x Juno jet engines. Brake lights. Boost Flap. Stock parts. Lowell XT 1985 Lowell XT 1987
  9. With a top speed of around 120 m/s, this is one of my fastest cars! On the downside, I wouldn't consider driving that fast for my own safety. Here is my brand new, 2017 FORD GT REPLICA https://kerbalx.com/He_162/162-2017-Ford-GT Kerbal's and Kerbal safety not included. Warranty void if driven safely, or by a granny. Oh, and here it is in space, launched by none other than the great SCOTT MANLEY!
  10. this is a challenge to crash into the sun as fast as you can. you have to have a video of you doing it, from launch to crash, the timer will be of the real life time it took so no speeding up video and no physics warp. time warp is allowed. only rule: no cheats, stock or non stock but must be said which. it can be any controllable payload. if you just can't have a video then post a picture of the complete craft and the time, what my time is shows you what kind of time I'm looking for. my attempt, which won't count towards the leader board: leaderboard: 1. Cunjo carl with 3:15
  11. Here's a challenge! Build the Fastest thing to circumnavigation the planet! Rules! 1. No warp drives 2. No HyperEdit! 3. Stay below 50,000 m 4. Must be manned [One minute subtracted from time if by by Jeb] 5. Name must be a pun! Have fun! Mods are allowed and encouraged
  12. Wiplash One The Wiplash one is a craft designed by me, made by me and tested by me If there's any sign of similarity to real planes i'ts purely coincidential Note, this craft requires the following mods to function: - B9 Aerospace - BDArmory - Tweakscale - Procedural Dynamics Description: the Wiplash One is the first jet in a possible series of fast jets witch will include: Supersonic cargo planes, Supersonic Bombers, Supersonic UAV's (possibly CAS uav's) It has Exquisite handling and acceleration, an overwhelming max speed of over 1100 m/s (anything above might cause the jet engines to overheat), and a very good minimal speed of a mere 70 m/s It is equipped with- 2x AGM-65 Maverick missiles for bigger / grouped together targets - 6x AGM-114 for separate targets Specs: Weight = 24,455 t Partcount (including weaponry) = 51 Height (gears out) = 3.8m Length = 14.1m Wingspan (including wingtip mounted AGM's) = 15.6m Pro's and Con's: Pro's: - very fast - Great handeling - well placed FLIR targeting system - also supports radar guided missiles if you prefer them - very stable - extremely easily to get out of stalls or flatspins (which counters the 2nd con) Con's: - Hard to slow down (even with airbrakes) - Flips over easily when using pitch in wet engine mode - hatch is obstructed Finally, the download: https://drive.google.com/file/d/0B1wfTbFe6Vy3TFRCUFUtTDZKV3c/view?usp=sharing Feel free to edit this jet to your liking or use it for inspiration for your own design If you have questions or ideas for the next jet in the Wiplash series please contact me at: [email protected] Some Screenshots: http://imgur.com/gallery/HxhF8
  13. A plane I made. It is essentially a modified gull, all stock, with two vector engines attached to the bottom. It can reach speeds of at least 1000 m/s at 100 metres. You will need to press 'S' (or whatever button tilts the engines downward) to unleash it's full potential. Dropbox link: https://www.dropbox.com/s/621ai7mq8d8b711/Something fast.craft?dl=0 Some pictures: Burning at speeds of over 1100m/s On the ground Taking off Flight and crash from cockpit
  14. What is your favorite velocity? (NOTE: VELOCITY CANNOT GO PAST LIGHT SPEED)
  15. I made a mod for a super-powerful engine, using seamlessly integrated North Pole UFO tech. (some anti-gravity stuff to propel the LfO out faster. --==Hyperengine==-- This is the first of its kind in the Hyperparts Co. series of mods. I can also add your mods, if they have OP parts, and Hyperparts Co. as the manufacturer. You will be given 90% credit (because I inspired you ).
  16. Looking for a maneuverable, fast, and streamlined supersonic jet? Well this is the right place Here's an image below. (I don't know how to show images without linking it) https://drive.google.com/open?id=0B8QEHhTI2L4wd19YS0EzWHlINms CLick link to download craft
  17. Ever got the crazy idea of moar boosters!!!! well what could go wrong ? Craft example My try : https://youtu.be/U6ezihm65EA 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
  18. A small jet but incredibly fast jet made using parts from the MK2 Essentials Mod. I named it the Mola-Mola because it resembles the real-life Mola-Mola AKA Ocean Sunfish when seen from the top-down. Here are some pictures of it at half of its highest recorded speed:
  19. Hello, i am back again on forums and first thing what i am gona do is create challenge. This is simple one: Move min. 35 payload from start of runway to end without exploding Example (My try) (32 seconds) https://www.youtube.com/watch?v=v_4L0vv4oRE Rules 1. No wings or flying (Parachute jump is allowed(check video)) 2. Stock parts and KAX parts only allowed. (and mechjeb) 3. Kerbal inside cockpit. 4. Timer stops when surface speed is under 0.5m/s 3. No hyperedit, infinite fuel or others "cheats". 4. 5. Min. Payload 35T. Payload is dead weight! Electricity, Mono, fuel and reaction wheels must be disabled. 6. You can Do this challenge with or without allowed mods. 7. Video footage/images proof 8. You start on green area and you have to stop at orange area. If you go red area, it is Failure. [Orange area starts] 9. No exploding and everything stick together, Vessel and Cargo. Areas on runway Allowed Mods 1. Mechjeb 2. KAX 3. Just for fun: Visual mods. (Collision FX, Engine lighting, kerbalKrashSystem) Scoreboard 1. Spudrotuskutarsy [15 seconds] 2. SolidJuho [31,5 second] My time is not accuracy, because that time is easy to beat. 3. --------- 4. --------- 5. ---------
  20. Hi, i think the forum need "fast help" section. where new treats auto-delete after 48 hours. so u can (probobly) get ansver and don't worry about litter the forum
  21. I've recently built a very stable, low atmosphere plane that I use primarily for Kerbin observation contracts in career mode. It flies like a dream and can pull almost max-G force turns. The turn radius isn't very good, however it'll get you where you're going fairly quick. I attach science instruments based on the contracts I accept, however they can be removed without any effects towards the flying capabilities. The design of the plane makes it take off on it's own, based on the higher wheel base up front and the amount of lift it has. Getting off the runway, it already reaches almost 300m/s and can climb vertically under acceleration up to about 12,000m. I usually cruise at that altitude at 260-300m/s easily. It's fully capable of landing itself very easily. In the event that an abort is required, I've set up action groups to deploy drogue chutes and kill the engines at the same time. Should an abort be required, the drogues deploy and when speeds reach 250m/s or lower, you can manually deploy the main parachutes and safely splash down or touch down on land. Default engine mode is dry, however I prefer to take off with wet/afterburner, which I've also created an action group for. You can outfit with whatever science instruments you need, or with none at all. Craft file: download S-04 Let me know what you guys think. Fly safe.
  22. Re-entry is tough, especially when it's at high speed with a very large craft. This is a challenge to see how large and fast of a spacecraft you can successfully navigate through the terrors of atmospheric re-entry to a successful landing! It's also a challenge designed to encourage big spectacular explosions and cool orange glows. The total kinetic energy of a moving object is proportional to m * v^2. Your score in this challenge is your peak re-entry speed in km/sec, squared, times the mass of your craft in tons (or biggest single piece of your craft) after it comes to a stop on the ground. That's it. The Fine Print: 1. Passive braking systems only. No engines after you enter the atmosphere. Heat shields, air brakes, parachutes, winged gliders, and lithobraking are all OK. Using engines (or Hyperedit, or any other technique) to accelerate your craft up to speed in space is also just fine, but everything gets switched off before hitting the atmosphere. 2. Stock parts only. We will have separate divisions for stock physics and FAR. 3. Any (stock) planetary body with atmosphere and a landable surface is fine. 4. Pics or it doesn't count. Failure pics are also encouraged if they are spectacular or entertaining. 5. KSP version 1.0.5. 6. Multi-orbit aerobraking doesn't count if it uses engines between atmospheric passes. Or put differently, your score is measured from the highest speed after you've shut down your engines for the final time. Standings: Stock: 1. Foxster: 1042.4 (50.953 tons, 4.523 km/sec) 2. 3. FAR: 1. Yakky: 223.715. (22.194 tons, 3.1749 km/sec) 2. 3. My sample entry (and the inspiration for this challenge): I landed a pretty heavy lander on Eve the other day. Peak re-entry speed was 3.1749 km/sec (might have been higher but that is what I captured in a screen grab), and mass after landing was 22.194 tons. Total score = [mass] * [speed] * [speed] = 223.715. Re-entry screenshot: After landing:
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