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Thrust KSC Land Speed Challenge


ihtoit

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yeeeeeah... I'm going to make a new board, for skids rather than wheels.

EDIT: nah, I won't. There's really not much difference between stock landing gear and wheels going by the speeds! I would've thunk that skids on concrete wouldn't last long, though! Just... note the use of rails vs wheels, we'll see how it goes. :)

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My latest version seems to have so much thrust it tears the whole craft apart :/ I may have to use the griders instead of the cubic struts, but they are so heavy :(

Edit: I tried girders, still rips apart :( I guess the FL-T100 tanks weren't meant to have more than a mainsail of thrust on them :P

Edited by Michaelo90
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Update to my entry. 377 m/s, so I went up a bit on the board. I lost count of what mk it was. I'm including a spectacular crash that had my wife and I laughing our heads off.

Edit: I forgot to mention, I added anchors from Kerbal Attachment System as a jerry rigged arrestment hook. But I'm pretty sure they did nothing.

Edited by Soda Popinski
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Working on the theory that there exists no problem which can't be solved by adding more mainsails, presenting the six mainsail-powered Land Speed 7 to retake the crown by a mere 1m/s reaching a completely stock 416m/s

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Re skids rather than wheels, may initial thought was that this was a bit icky, given that the hardest part of the challenge is slowing down rather than reaching speed and assuming skids offered a drag advantage in that regard (plus the whole, at what point is a "car" not a car). That said, I can't quite get a skid craft working in a controllable manner so I'm thinking it brings up as many new design challenges as it solves, leaving the challenge fairly balanced.

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Question: What's better than six mainsails?

Ready?

Got your answer?

Did you answer "TWELVE MAINSAILS!"?

Reaching a stock speed of 423m/s the Land Speed 8 with 185 parts is equally capable of melting computers as it is tarmac:

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Making the craft file available here as I suspect the concept is further expandable using the tried and tested Kerbal method (aka - add more mainsails) but thanks to the super strong, super lightweight, and super small cubic octagonal strut the part count is getting a little high for my modest computer.

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Curses! Think I'm going to have to forgo my beloved mainsail in favour of the superior TWR of 48-7S clusters. Got a 239 part, 36 engine prototype lined up that's hit 470m/s but that's without any braking consideration (it was still doing over 200 when it hit the ocean!)

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Well, if i don't care about braking, i can easily hit 500 m/s :) Also, the v6 is ready to break the record again, but until someone beats me, I'll keep trying to get it even faster :)

I don't think i can get much faster than the v6 with 48-7S, so i may try the mainsail again.

Edited by Michaelo90
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Hmm, scratch my prototype, adding five pairs of seperatrons and four toggled open ram intakes sufficient only to bring it to a halt 200 metres after the end of the runway adds drag sufficient to bring max speed down to 421. Hmm.

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I have changed my design a bit, here is the Dragster v5 440+:

441 m/s :)

I made the engine cluster in the VAB, saved it as a subassembly and loaded it in the SPH, because the symmetry mode in the SPH sucks :P

HOLY!

I knew SOMEBODY would find a use for the 48-7S at some point...

That thing was impressive to look at- though it would melt my computer with that high a part -count...

Question though- why so many cubic struts? If you had a smaller separation between the engine clusters, and between the engines and the driver, you could maintain essentially the same relative Center of Mass with less mass...

- Northstar

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HOLY!

I knew SOMEBODY would find a use for the 48-7S at some point...

That thing was impressive to look at- though it would melt my computer with that high a part -count...

Question though- why so many cubic struts? If you had a smaller separation between the engine clusters, and between the engines and the driver, you could maintain essentially the same relative Center of Mass with less mass...

- Northstar

Well, it's almost balancing on the rear struts, so i want the rest of the weight to be as far in front of the engines as possible.

Edit: Here is the center of mass with all tanks empty, default and shortened:

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I just noticed that i got the number of engines wrong in the v5, it's 32 per cluster, 64 in total, not 48 like i said. Also, i messed with it a bit more and now i can do 64 engines per cluster without part clipping :D Twice as many engines, probably twice as many explosions when it crashes :P

Edited by Michaelo90
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i just did 453Km/h named the dragor.....

now to do it again and screen cap it this time....... which im kinda confused how to....

it has 2 problem, it success rate is not 100%, i need to retry a couple of times to get it as high and not crash.

secondly, im running this game on a AMD laptop(which sucks on lower count threads tasks, otherwise it's really good), and the timer is yellow, which means the physics is not running at 100% speed, i dont know if that adds to the instability, or is that actually making it stable.

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post the album name between imgur tags so in your instance you'd use:

*imgur*0gbqB*/imgur* (replacing the asterisk with open/close square brackets

Edit: interesting how much of a difference the FAR drag model makes to the runs.

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Any thoughts on making a separate bracket for people playing with FAR? I suspect one group gets an advantage over the other, I'm just not sure which one. With FAR, you need to use aerodynamic parts and a more linear layout, which increases the mass, slowing acceleration. But it also increases the top speed, as I think the terminal velocity is higher with FAR at ground level.

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