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Airliner Safety Challenge


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  On 3/28/2017 at 12:38 AM, NotAnAimbot said:

Thought about it, but I consider them "cheats" so I didn't use them.

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Well, if that's how you view them, you could always use them and then stick an ore tank and/or a few steel plates on to simulate their weight and drag for much fewer parts. Eh, to each his own. :)

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i made a mid size one

5-35m/s stall 

20-the tailstrike rule

10-all survive a land in water  

20-everybody survives a belly-land if done propperly

10-has airbrakes

20- has 7 engines and can run on 2

851m/s

3271km

2 atendants

32 pasangers
 

for the speed

32 kerbals 

for a clear wiew of the plane 

 

intirier wiew 

 

Edited by martiplay28yt
missing space
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Here's my entry for the light category.  I fully admit this sorta exploits the rules by being a fast, super-long-endurance plane.  I could have probably made it go around kerbin a few more times too (my record is 14!), but this was quick and dirty:

QYVpGZW.png

 

Scoring (only including things that both affect the score and that I've tested):

Max Speed: 1584m/s
Cannot tailstrike on takeoff: 20
Simple air/fuel: 10
Needs all engines: -20
Can burn up: -10
Range: 10x around Kerbin (plus about 30 min of reserve) at approximately 26km altitude, so (626*6.28*10) = 39,313 km
Passengers: 2
Ditch in water without damage or losing crew/passengers: 20+10

Score:
1584 + 39313/10 + 2*5 + 20 + 10 + 20 + 10 -20-10 = 5555

OP, may I suggest a cap on the number of points available from the aircraft's range?  I would suggest a maximum cap of 360 points from that part of the score.

Edited by zolotiyeruki
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  On 3/30/2017 at 3:12 AM, zolotiyeruki said:

OP, may I suggest a cap on the number of points available from the aircraft's range?  I would suggest a maximum cap of 360 points from that part of the score.

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I'll just remind you guys that there are other mathematical functions available, too. Roots and logarithms, for example... The coefficients are just a matter of politics but really, those kind of functions would stop mindless spam and make other options more lucrative. Even KSP itself uses nonlinear functions for calculating things like reputation.

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K84 Passenger Plane

Super heavy ( 80 passengers, two flight attendants, and two pilots)

Range- when flown perfectly( which is NOT all that easy) about 2700 kilometers

Max speed- 288 m/s

  • Your plane cannot tailstrike no matter how hard you pull up on takeoff (20 points)
  • Your plane stalls at less than 50m/s (5 points)
  • Your plane does not need SAS to fly stably (20 points)
  • Your plane does not need trim adjustment to fly straight and level.  This only stacks with the non SAS points. (10 points)
  • Your plane has three engines and can fly on two (5 points)
  • Your plane has three engines and can fly on one (30 points)
  • Your plane can belly land with all crew and passengers surviving (20 points)
  • Your plane has airbrakes (10 points)
  • Your plane can ditch in the water with all crew surviving (10 points)
  • Your plane can ditch in the water with no damage (20 points)
  • Your plane can fly on any two engines. - not sure how many points this is, but let's say 30.

 

  • Point malus:
  • Your plane solely relies on alternators on the main engines for power- has one battery, so.. -5 points?

288+(2700/10)+((80*5)*1+(2/2))+175

288+270+400+1+175

=1134! 

Thats the new lowest score on the super heavy!

 

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  On 3/28/2017 at 12:38 AM, NotAnAimbot said:

 

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(+_+) mobile y u do dis

Anyways, I feel like engine out system is hard make work well. On one hand, the new percentage system helps make it applicable to aircraft with any number of engines, and helps to (somewhat) reduce incentive to spam unneeded engines for points.

But on the other hand, it gives the same amount of points to, say, a quadjet aircraft with two engines out as to a twinjet aircraft with one engine out, even though the quadjet is contending with a scenario which is (theoretically) far less likely than that that the twinjet is contending with. To demonstrate the problem, let's do some math.

  Reveal hidden contents

However awarding points linearly for each engine isn't great either, as it incentivizes the spamming of engines for large numbers of points... Catch 22 I guess :P

Edited by EpicSpaceTroll139
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Og4CZC5.jpg

Supersonic Passenger Jet - Phoenix Aerospace's FireStar

Tested Range: Approx. 2100km 

Maximum Speed: Mach ~4.5 or 1362m/s

Cruising Altitude: 18,000m to 20,000m

Passenger Capacity: 8

 

Cannot Tailstrike - 20 points

Does not need SAS to fly stably - 20 points

Does not need trim - 10 points

Can fly on 33.3% of engines - 30 points

Has airbrakes - 10 points

Can fly on any two engines - assuming 5 points because of 66.6% rule

Total Bonus: 95 Points

 

Score

1362 + (2100km / 10) + (8 * 5) * 1 + 0 + 95

1362 + (210) + (40) + 95

1707

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  On 4/3/2017 at 4:31 PM, Delay said:

Tried to make a SR-71...

Ended up with a suborbital spaceplane, but it can go into orbit under the right circumstances.

Does that still count?

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No. Airliner may not leave atmosphere. Its in the rules.

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vvJSSqX.jpg

Supersonic Passenger Jet - Phoenix Aerospace's Nova

Class: Large

Tested Range: Approx. 2300km 

Maximum Speed: Mach ~4.2 or 1250m/s

Cruising Altitude: 17,000m

Passenger Capacity: 36

 

Cannot Tailstrike - 20 points

Does not need SAS to fly stably - 20 points

Does not need trim - 10 points

Can fly on 25% of engines - 35 points

Has airbrakes - 10 points

Can take off and land immediately - 10 points

Has a way to jettison fuel without speeding up - 10

Total Bonus: 115 Points

 

Score

1250 + (2300km / 10) + (36 * 5) * 1 + (2 / 2) + 115

1250 + (230) + (180) + 2 + 115

1777

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  On 4/4/2017 at 1:52 PM, Delay said:

So, do I have to activate a parachute by hand or assign it to an action group? Or can I use the staging for that?

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I put them as the stage right after the engines and before any ejection modules I got on bombers. It can lead to accidental parachute release though, so action grouping might be better.

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