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Turboprop speed challenge


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New 100% stock turboprop speed record: 543 km/h (151 m/s) at 10km. Last record was 127m/s (P47). Who's gonna beat it? Enjoy Errordynamics for the last time before 1.0.

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If you're unsure what a stock turboprop is: a propeller driven by a shaft which rotates due to the exhaust stream of a jet or rocket engine, kept in place by bearings made out of landing gear.

Example:

yFn9gIX.gif

Rules:

*100% stock parts, no tweakscale either

*No unlimited fuel

*No engines pointing backwards

Drop tanks are permitted.

Post screenshots or movies.

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One day left until 1.0, but I figured I'd make an entry anyway. It's been a while since I played with roller bearings.

After a number of iterations I came up with this bearing which is pretty stable at both high angular velocity and high torque. The propeller could probably use some improvement, and The craft has too many parts to be of practical use, but I managed to hit 160 m/s at 10217 m before running out of fuel. Each shaft is powered by 16 turbojet engines which can get pretty messy with particles, so the only mod used was disabling particle effects to reduce lag.

Craft file download here. No guarantee it will work with 1.0: https://drive.google.com/file/d/0BzhG7bt4aJ2dZHl2c2c2eHh3WHM/view?usp=sharing

tAuEftd.jpg

Another screenshot: http://i.imgur.com/BWeI79h.jpg

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I have some bearings but none of them are rated for high speeds......tank turret useage at best.

That said, i have made a few purely SAS powered craft.....those are kinda neat, infinite fuel FTW.

Also, whos to say 1.0 will break these things, it should stuill be theoretically possible to create thrust by rotatings wings/control surfaces.

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Technically the new aero system should IMPROVE things a bit due to wing surfaces generating lift in a more realistic way. So propellers should work a bit better in 1.0. As for the bearings, we'll have to see how well the new parts can be used to make them. Should be interesting to find out.

As for the challange... my best is a measily 80+m/s at below 10Km. None of my bearings have the speed needed to push high enough or produce the thrust required. They are better suited to slower rpm rotorcraft main bearings.

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One day left until 1.0, but I figured I'd make an entry anyway. It's been a while since I played with roller bearings.

After a number of iterations I came up with this bearing which is pretty stable at both high angular velocity and high torque. The propeller could probably use some improvement, and The craft has too many parts to be of practical use, but I managed to hit 160 m/s at 10217 m before running out of fuel. Each shaft is powered by 16 turbojet engines which can get pretty messy with particles, so the only mod used was disabling particle effects to reduce lag.

Craft file download here. No guarantee it will work with 1.0: https://drive.google.com/file/d/0BzhG7bt4aJ2dZHl2c2c2eHh3WHM/view?usp=sharing

http://i.imgur.com/tAuEftd.jpg

Another screenshot: http://i.imgur.com/BWeI79h.jpg

Good job! I pushed my own plane to 155 m/s before running out of fuel.

With 1.0 and drag no longer coupled to part mass, everything might change completely.

So the game is on! But ... with aero/re-entry difficulty at max. This might change the way we build our engines too.

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