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Fastest Thing On Wheels: Wheel-Driven Land Speed Challenge


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Whatever works, so long as you use it as-is. It's not restricted to TT's wheels or anyone else's.

So far, the only usable choices without thrust are TT Wheels or Taverio's Rovemax Turbo wheels.

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I couldn't see a rule that stopped me going to the pole where the ground is flatter, this was still accelerating hard at more or less 900m/s but it looked like it might break up so I stopped in one piece. Not bad for the first run.

screenshot15r.png

screenshot16o.png

1138m/s

screenshot17lk.png

Edited by Darren9
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Are you sure those are TT wheels as-is?

Yep, the whole thing is as it came, the RogerCorp Engineering girders and ID strong struts are hard to break. I think it'll go beyond 1200m/s but even with Mechjeb I can't keep a straight line.

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Yep, the whole thing is as it came, the RogerCorp Engineering girders and ID strong struts are hard to break. I think it'll go beyond 1200m/s but even with Mechjeb I can't keep a straight line.

I was never able to use TT Wheels past 500 m/s without the axle almost touching the ground and the wheels clipping the fenders. I'm gonna look at those girders later.

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MR4Y: It has to be manned.

Darren9: In fact, there is no rule that prohibits you from going to the pole, and I would've gone there myself but I'm no good with save editing or shipping vehicles there so I just worked with what I had. Actually, I expected more people who were more savvy with the game than I to do that sooner.

If downforce increasing speed has to do with the infiniglide bug, I suppose that doesn't make this challenge any less valid. It's still an engineering challenge, after a fashion-you want to make the lightest, strongest, fastest and hopefully most controllable vehicle you can, it's just that now we're trying to exploit a more concentrated set of advantages. Let's keep going and see what crazy speeds we can reach!

Edited by Reverie Planetarian
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MR4Y: It has to be manned.

Darren9: In fact, there is no rule that prohibits you from going to the pole, and I would've gone there myself but I'm no good with save editing or shipping vehicles there so I just worked with what I had. Actually, I expected more people who were more savvy with the game than I to do that sooner.

If downforce increasing speed has to do with the infiniglide bug, I suppose that doesn't make this challenge any less valid. It's still an engineering challenge, after a fashion-you want to make the lightest, strongest, fastest and hopefully most controllable vehicle you can, it's just that now we're trying to exploit a more concentrated set of advantages. Let's keep going and see what crazy speeds we can reach!

Although you have to balance the number of control surfaces. If you have too many of them, you won't have any infiniglide effects.

Also, both of my entries were piloted manually. Even Mechjeb can't pilot my crafts sometimes.

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I couldn't see a rule that stopped me going to the pole where the ground is flatter, this was still accelerating hard at more or less 900m/s but it looked like it might break up so I stopped in one piece. Not bad for the first run.

screenshot15r.png

Looks like the Bonneville Salt Flats.

I approve! :D

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  • 2 weeks later...

This is a pretty cool thread. I really had no idea Multiwheels 0.5 was capable of these kinds of speeds, but I did know the torque had a tendancy to just keep going up, especially with increasing force. I nerfed that pretty hard in Multiwheels 0.6, but kept 0.5 available for anyone who prefers the original behavior. Glad I did, as I love this thread. Though, it'd be interesting to see what Multiwheels 0.6 vehicles can do (all be it much slower) since despite the ability to choose the level of torque, theres a hard coded speed nerf in place (torque = engine output / speed^0.5) but it still allows 100 m/s vehicles for people like me, who, well, haven't pushed Multiwheels as far as you all have. And I only really used to take old Multiwheels to about 80 m/s most of the time when self powered. Fastest I ever did was a rocket car at about 350 m/s, hard to beleive wheel power was going faster at ground level!

Yep, the whole thing is as it came, the RogerCorp Engineering girders and ID strong struts are hard to break. I think it'll go beyond 1200m/s but even with Mechjeb I can't keep a straight line.

Have you tried the TT Rover ASAS with it? It might have helped, possibly. Then again it might not have - I didn't design it with these speeds in mind!

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Have you tried the TT Rover ASAS with it? It might have helped, possibly. Then again it might not have - I didn't design it with these speeds in mind!

I think the idea behind Kerbal engineering is to try not to use anything as it was meant to be used.

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I think a Multiwheels 0.6 speed challenge would be a cool idea as well. Maybe even have vehicle weight/engine classes, since Multiwheels 0.6 actually takes that into account. If that did happen:

small rover using flat four engines getting up to 140.1 m/s

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larger rover getting up to 161.8 m/s, powered by big dirty smelly diesels.

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didn't survive second one though. Thats when I plowed into a mountain. I know you guys could take these faster.

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