Pds314 Posted April 19, 2021 Share Posted April 19, 2021 (edited) Mission profile: Quite simple. Build an aircraft, groundcraft or other vehicle which can move. Set the thrust limiter and/or motor size to 1%, and go as quickly as possible relative to Kerbin's surface. See how fast you can get. Rules: 1. No KAL abuse. 2. No perpetual motion machines. 3. No Magic Wings. 4. Node occlusion abuse is fine. 5. No cannons. Craft should be self-propelled. 6. If you use reaction wheels as a power source, set them to 1%. Categories: Crewed. Have a Kerbal pilotting the craft. 1st: SWJR-SWIS: 128 m/s. Drone. Have a Probe core pilotting the craft. Sprint: Reach the island runway crewed and come to a complete stop as fast as possible. Time instead of top speed. 1st: SWJR-SWIS: 8:21 Marathon: Reach the Desert airfield as fast as possible and come to a complete stop. Time instead of top speed. Edited April 21, 2021 by Pds314 Link to comment Share on other sites More sharing options...
camacju Posted April 19, 2021 Share Posted April 19, 2021 Just doing some quick calculations: Since magic wings aren't allowed, we should expect a subsonic lift/drag ratio of 6.5 and supersonic lift/drag ratio of 4.4 (more might be possible but these numbers are fine for now) This means we need a thrust/weight ratio of 0.154 subsonic and 0.227 supersonic in order to even maintain level flight. This translates to a full throttle TWR of 15.4 subsonic and 22.7 supersonic. I doubt you'd be able to break the sound barrier this way. Link to comment Share on other sites More sharing options...
Pds314 Posted April 19, 2021 Author Share Posted April 19, 2021 (edited) 3 hours ago, camacju said: Just doing some quick calculations: Since magic wings aren't allowed, we should expect a subsonic lift/drag ratio of 6.5 and supersonic lift/drag ratio of 4.4 (more might be possible but these numbers are fine for now) This means we need a thrust/weight ratio of 0.154 subsonic and 0.227 supersonic in order to even maintain level flight. This translates to a full throttle TWR of 15.4 subsonic and 22.7 supersonic. I doubt you'd be able to break the sound barrier this way. At least not in level flight. Though I didn't exactly specify it had to be level flight. Although some engines like separatron can get that high. and props at 1% are plenty useable. Also since ground craft are explicitly allowed, you can always try to go for land speed record. Edited April 19, 2021 by Pds314 Link to comment Share on other sites More sharing options...
swjr-swis Posted April 20, 2021 Share Posted April 20, 2021 On 4/19/2021 at 5:32 PM, camacju said: Since magic wings aren't allowed, we should expect a subsonic lift/drag ratio of 6.5 and supersonic lift/drag ratio of 4.4 (more might be possible but these numbers are fine for now) We can do much better than that. Subsonic L/D ratios of 12-14 are well within the realm of possibilities. Entering the OPC-5 (One PerCent) for the Crewed and Sprint categories: max recorded speed of 128 m/s, time from KSC to full stop at Island Airfield 8m21s. Spoiler The OPC-5 details. Just under 9t launch weight. Valentina ready to board. The gantry is required in 1.3.1 (no stock EAS-seat boarding). On our way to the Island. Lining up for approach. Full stop at Island Airfield in 8m21s. 128 m/s top speed recorded. All parts and crew accounted for. Craft file: https://kerbalx.com/swjr-swis/OPC-5 Link to comment Share on other sites More sharing options...
Pds314 Posted April 21, 2021 Author Share Posted April 21, 2021 13 hours ago, swjr-swis said: We can do much better than that. Subsonic L/D ratios of 12-14 are well within the realm of possibilities. Entering the OPC-5 (One PerCent) for the Crewed and Sprint categories: max recorded speed of 128 m/s, time from KSC to full stop at Island Airfield 8m21s. Hide contents The OPC-5 details. Just under 9t launch weight. Valentina ready to board. The gantry is required in 1.3.1 (no stock EAS-seat boarding). On our way to the Island. Lining up for approach. Full stop at Island Airfield in 8m21s. 128 m/s top speed recorded. All parts and crew accounted for. Craft file: https://kerbalx.com/swjr-swis/OPC-5 oh nice. I'm a bit confused at the use of KSP 1.3.1. 128 m/s is a pretty respectable top speed. Link to comment Share on other sites More sharing options...
swjr-swis Posted April 21, 2021 Share Posted April 21, 2021 1 minute ago, Pds314 said: I'm a bit confused at the use of KSP 1.3.1. It's the fastest-loading version on my disk, and still to this day the KSP version least affected by game-breaking bugs/memory leaks/crashes - the only one that is guaranteed to keep running no matter how long I have it open or how many scene changes have happened. And craft created in it are largely compatible with all later versions (*), and perform identical or better in them, so when I share the craft files pretty much everyone can use them. (*: although some caution is necessary with some of the jet engines - just switch them out in a new version, and all is well). Personally, I'm confused people use any other version. I can't run 1.11.2 for more than an hour or two, or a few launches and reverts, before it grinds to a halt and crashes to desktop. Link to comment Share on other sites More sharing options...
Pds314 Posted April 21, 2021 Author Share Posted April 21, 2021 1 hour ago, swjr-swis said: It's the fastest-loading version on my disk, and still to this day the KSP version least affected by game-breaking bugs/memory leaks/crashes - the only one that is guaranteed to keep running no matter how long I have it open or how many scene changes have happened. And craft created in it are largely compatible with all later versions (*), and perform identical or better in them, so when I share the craft files pretty much everyone can use them. (*: although some caution is necessary with some of the jet engines - just switch them out in a new version, and all is well). Personally, I'm confused people use any other version. I can't run 1.11.2 for more than an hour or two, or a few launches and reverts, before it grinds to a halt and crashes to desktop. hmm. It doesn't do that for me. I had a funny bug the other day where the brakes locked in reload but I think that was from mods. Link to comment Share on other sites More sharing options...
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