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Redshift OTF

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Posts posted by Redshift OTF

  1. @Azimech Heh, it looks like you are going down the "I want my car to survive every bump on the Dakar course" route. Same here with my next vehicle and with a lot of other people I think:

    mlXzLsK.jpg

    I've added two small landing gears to each RV wheel in the hope the vehicle can take the most punishing bumps on the course and I'm not that confident that it will. We shall see.

    @mrmcp1 The bumps around the KSC are a great place to test your wheel strength. The bump on the road thing between the VAB and the launch pad is a great testing spot. However there are some worse bumps on the course so testing around the KSC is no guarantee of success.

    @SpannerMonkey(smce) Thanks for that info. That's really useful. I tested my buggy by dropping it from a VTOL and found that if it hits the ground too hard for a fraction of a second it looks like the RV wheels have clipped through the ground. Along with extra landing gear wheel I found having an I-beam piece under the car that can hit the ground before the wheels clip through can allow a vehicle to hit the ground over 60 m/s vertically and survive. I'm not sure why they coded the wheels like that but it's good to know.

    1 hour ago, Triop said:

    So I added tweakscale to get some smaller wheels, looks like I'm going Mario style. :lol:

    7TyhuWF.png

    Lol, it looks like Diddy Triop riding that. Make mini Juno's either side for exhaust trails.

  2. Heh, don't worry, I can take criticism. At least the craft is interesting enough to get responses!

    Regarding flight time, I was just going by what Mechjeb says. It says I have over 15 mins left of fuel at top speed and it had already flown for a minute and a half before that so I figured that was good enough for the 15 minute total flight time rule. Bear in mind that the craft will get lighter as it uses fuel which will make it go faster and this will lower the thrust meaning the craft shouldn't be burning the same amount of fuel later on.

    The heat shield ablator will run out before 15 mins but it seems to still protect the rest of the craft from heat which is its main purpose. I don't know how long it will last before its own heat build up lasts which would destroy it and expose the rest of the craft but its internal temp is 3300 K which is pretty big. Perhaps I should have enabled the heat debug figures in the menu to see how fast it was heating up but it wasn't something I could practically test. The main problem with the craft is you have to fly low to get that amount of thrust from a Rapier engine and as you can't really steer a plane at near orbital speeds you end up flying into a continent before 15 mins is up. :D

    And yes, you can fly the craft like a normal plane. A pair of control surfaces and 2 wing strakes are easily enough to fly something that weighs 8.455 tons. You can see the lift it generates on the runway as it is taking off.

    Hope that helps. I think the craft was in the spirit of the challenge any how. And it was interesting to see what the upper limits of a Rapier engine can do. :)

  3. OK, finally managed to complete this. What a course! I had a lot of trouble with the wheels though. They randomly decided to clip off the surface of the ground making the car jump and jank around when stopped which meant I sometimes had to retract some or all of the wheels to get the vehicle at 0 m/s for the screen shots, particularly the last one. Or I had to roll away from the flag a bit to flatter ground.

    I rolled a few times which meant either trying to right the craft sideways while it was moving to save time or just shutting off the engine, retracting the wheels and rolling over which wasted time.

    Spoiler

     

    Stage 1: 0:02:00 to 0:09:26 = 7:26

    Stage 2: 0:14:00 to 0:20:36 = 6:36

    Stage 3: 0:30:00 to 0:38:12 = 8:12

    Stage 4: 0:45:00 to 0:52:30 = 7:30

    stage 5: 1:04:00 to 1:11:20 = 7:20

    stage 6: 1:19:00 to 1:26:01 = 7:01

    stage 7: 1:32:00 to 1:38:21 = 6:21

    Total time = 50:26

    Stage 1

    iahh82p.jpg

    sRnsXdK.jpg

    Stage 2

    C1tYMWI.jpg

    RGWhpt5.jpg

    Stage 3

    574kX1c.jpg

    zc5t2AT.jpg

    stage 4

    wzWq624.jpg

    nhbGMGk.jpg

    Stage 5

    4MvNY3s.jpg

    YCHDCzc.jpg

    Stage 6

    0k7L60r.jpg

    X9FWw4B.jpg

    Stage7

    1BirQmV.jpg

    2Id8Wof.jpg

     

     

     

  4. So I have decided not to use the Ute after all. At least not for my first run. I will be trying something a bit more serious instead:

    5HFR63K.jpg

    OZFsAlV.jpg

    dznO4JP.jpg

    tGUx5mS.jpg

    THIS is Drover 1. Powered by 4 Juno's I will be using Azimech's patented flap blocking technique and a derivative of Slam Jones's KOS script to ensure thrust is off when the vehicle is in the air. It has lights, ladders, a sat dish for random telemetry as well as an emergency parachute for those hairy moments when you don't spot the cliff in time. It's not 100% indestructible but it can handle quite a beating. Speed isn't great as I ended up adding too much stuff to it really but it averages about 75 m/s which I hope will be good enough for the challenge. It will be refuelled at each stage with small fuel tankers.

    So let the games begin. :cool:

     

  5. 1 hour ago, tseitsei89 said:

    Damn! Just as I was uploading my ~1800 m/s entry :P

    Well done!

    Thanks! I think if you use the same tricks I did you could do a faster one, especially if more engines are used. The main thing is the drag model is based on which attachment points parts are connected to while the heat model is based on which part is at the front. Adding a cone to a heat shield and then moving it back somewhere safe gives good heat protection without the heat shield creating much drag.

  6. Here is my latest attempt. Top speed was 2016.1 m/s but it could probably go faster.

    It does have wings, 2 x Wing Strakes, but I had to move them in to keep them protected by the heat shield. They are enough to allow the craft to take off from the runway so they should count. As you can see from the video, thrust drops dramatically after 2000 m/s which extends the flight time beyond 15 minutes.

    Any questions or if anyone wants the craft file just ask. :)

  7. Haha, with these Eve landers you are really spoiling us! I am a bit of a fan off the No Limits Offset feature so I can't complain that you used it although the craft might breach the "offend the majority of users on this forum" scale with floaty fuel tanks. It still passes the mission criteria though so it's a new record!

    Is this the limit though? For one Vector, probably yes but can a combo of other engines do the same job? Aerospikes can be jettisoned giving extra DeltaV on later stages although this challenge seems to be more about getting 1000 m/s as quickly as possible before the last stage fires.

    And like I said, if you get bored you can always go for the Category 0 option, a Kerbal in a seat in a service bay as long as it is below 100m.

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