Breaking the LAND SPEED RECORD in Kerbal Space Program!

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Publicado 2022-03-06
We're back in KSP and this time we're trying to break the land speed record on the runway of Kerbal Space Program. Using a variety of engineering techniques can we beat the land speed record and stop in time before reaching the end of the runway and doing a Hammond?

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Todos los comentarios (21)
  • @Xeridanus
    That feeling when RCE got the record and survived but didn't realise because he accidentally went into cockpit view, then completely redesigns the vehicle...
  • As an experienced player and fluid dynamics engineer the pain is real.
  • 9:37 'I haven't got enough weight.' So, you're gonna use downforce to counteract without compromising the acceleratio- 'So I'm gonna add more weight.' ... Welp...
  • @earth9651
    With how many hours I have in KSP, watching RCE try to figure it out is both entertaining... and a bit painful.
  • @linuxsbc
    5:45 Yes, oxidizer is used for when in a vacuum, but you need it if you're working with rocket engines. Jet engines take their oxygen from the air, so they don't need it. If you want to use jet engines, use a "liquid fuel fuselage" instead of a "fuel tank." However, you then also need an air intake.
  • @TechnoHackerVid
    The reason for the plane moving on the runway at the start (at least from what I remember in Scott Manley's videos) is that the in-game object for the runway is perfectly flat, but it covers a good bit of distance on the planet's curved surface, which makes it act like a downward slope towards the middle part of the runway
  • @finbot5432
    "Speed has never killed anyone. Suddenly becoming stationary, thats what gets you." - Jeremy Clarkson.
  • @HelpMein
    The UK space agency is back at it again, with its… interesting ship names and designs
  • @AdvaitVaze
    Real engineering: makes a whole video about wheels and their performance on the bloodhound ssc Meanwhile RCE: Tyre in a pod on a thin stick
  • @linuxsbc
    The parachutes you were using were drogue chutes, which are meant to slow a capsule enough in the upper atmosphere that the main chute won't be destroyed. They are smaller than normal parachutes.
  • @LawrenceOakheart
    I would highly suggest several reaction wheels for keeping straight, and using actual parachutes for slowing. I've done this exact thing before, using those thrusters. I hit 500s easy. Stayed on runway.
  • @linuxsbc
    The intake cones are for jet engines so that you don't need oxidizer. They're useless if you have only rocket engines, but jet engines don't work without them.
  • @xavierjiang7112
    Too much fuel. The more mass, the slower the acceleration and deacceleration. You can pull over 15G accelerations with a single RT-10 Hammer. Vectors are a good bet.
  • @icmeric
    To clear up a few terms VAC: The thrust of the engine produced in a vacuum (70,000m above kerbin) ASL: At Sea Level, the thrust produced by the engine at sea level Oxidiser: All rocket engines require an oxidiser as the combustion is performed in a sealed environment and due to the amount of fuel used. Jet engines do not require external oxidiser as they use the oxygen in the atmosphere to burn the fuel Also, in the start you were using the red parachuted which are called 'droge chutes' these are often used to slow a craft down from hypersonic speeds to subsonic speeds so the main chutes can be deployed, in your case a normal chute would be better
  • @lukegriffith2590
    Watching this as an experienced player knowing that reaction wheels, accurate throttling and TWR exists in this game is just painful I love it
  • @WillItForge
    Kind of picked up this challenge. So far have gotten starts, broken 310, and stopped safely all in the length of the runway. The problem I’m having is between 310 and throttle cut off, it tends to go airborne. Have still managed safe stops and landings, but feel like I don’t merit the challenge win if the vehicle goes airborne, even if only after breaking 310. Note: there are better radial chutes for stopping you than the ones you used.
  • @apolly07
    ASL: ASL means ‚at sea level‘ Braking: Also if you want to slow down there‘s a BRAKE button on the top in the UI (red button to the right of the current height ASL) and I thought that there was also a keybind for it. If the airbrakes aren’t already in the action you can configure it additionally in the action group menu in the hangar, thats the wrench and hammer symbol to the left of the name. You can also make your own custom action group (activated by the number keys, action group 1 => 1, 2=>2 etc) just click on the thing you wish to activate and you can select what to do. Edit: you found it! But I hope the action group thing helps you… I hope I‘ve helped :) P.S. please look at this RCE!
  • @lordknight330
    To turn engines off and others on without messing with thrust, try using action groups. You can set certain actions (like engines turning on/off or airbrakes deploying) to a hotkey.
  • @bamafan-in-OZ
    Jeb's face is hilarious, such a positive outlook despite having seen so many failures, Bill on the other hand in the first test is more like 'here we go again'
  • @ThirdInLine
    That was the most engineer based solution to a problem I've ever seen: I can't do it, so I'll change the parameters to give myself success!