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OTech Track Attack Challenge (Sponsored by OTech Vehicle Company) In the pursuit of new racing technology, OTech has reached out to all the inhabitants of Kerbin. Your challenge? Design and build a racing vehicle capable of wiping out the competition. All cars that qualify will be permitted to come to the OTech Design Facility and compete for fame, glory, and 1,000,000 funds (Taxes non-withstanding) for the winning designer on the OTech Test Track. Vehicles will be tested by experienced OTech Test Drivers, so all you have to do is submit the craft. Sound easy? Good. Let's move over to the classes, and subclasses of the event. Jet Class (Subclasses: Full-size, Light, Offroad): The Jet class is one of immense speed and precision. One wrong move can be the difference between victory and a car totaled in a billion bits on the ground. In the Jet class, you must have at least 1 Juno engine, with 50 units of fuel per engine. You can have more units per engine, in case you want this thing to hit longer distances. You must have at least 4 wheels*1. Also, you have to have a minimum of 100 EC, and 1 brake light that is hooked up to the Brake action group. The light must be RED. Also linked to the Brake action group must be a boost flap system. This is to prevent the engine propelling the vehicle under braking. How effective is braking going to be if the engine's still moving the wheels at 50 m/s into a hairpin? Electric Class (Subclasses: Full-size, Light, Offroad): The Electric class is slower, but still requires precision and talent to master. The cars must be 100% electric. If it has a jet engine to provide power, it will be moved over to the Jet class. In the Electric class, you must have at least 4 wheels*1, with a minimum of 100 EC per wheel. The vehicle must have at least 2 headlights, and 1 RED brake light (Again, connected to the Brake action group). Kart Class (No Subclasses): In the Kart class, speed, maneuverability, and endurance are put to the test in cars smaller than most people. (Okay, exaggeration, I know.) The karts must be all-electric, and have at least 400 Units of EC. ONLY 4 wheels. Not 3, not 6; 4. There can be only 1 driver. Also, at least 1 part must create NEGATIVE lift (Otherwise known as Downforce). You can put a cockpit on it anc control from there, but there is a size regulation. The maximum dimensions are 3.5m x 3.5m x 3.5m (LxWxH). If vehicles exceed these dimensions, they will be placed in the Electric class. *- 3 wheeled vehicles are allowed, but only in the Light sub-class. 1- Must be ELECTRIC rover wheels. Landing gear is strictly off-limits. On to the Subclasses!!! Full-size: The sub-class with potentially the largest cars, the Full-size is meant for vehicles that exceed the size limits of the Light class. Minimum Dimensions: 7.6m x 7.6m x 7.6m (LxWxH). Electric or Jet allowed. 4 Wheels Minimum1. At least 1 driver is allowed, but you can have seats for passengers. You can use a cockpit for this sub-class. Light: The sub-class between Kart and Full-size, the Light category is meant for those possibly road-going cars that double as a racer by night. (Minivan by day, Supercar by night.) Due to it's being in between 2 classes, it has both a minimum and a maximum dimension rule. Min. 3.6m x 3.6m x 3.6m (LxWxH). Maximum: 7.5m x 7.5m x 7.5m Electric of Jet allowed. 3 Wheels Minimum1. Must have at least 1 driver, but it can have seats for passengers as well. Cockpit is allowed. 6 Wheels maximum1. Off-Road: Meant for those who really want to get muddy, the Off-Road category is meant to test speed and suspension around a grueling mix of tarmac and dirt. No size limitations above the kart class (Again, 3.5x3.5x3.5), so as long as you pass that, you're good. Electric or Jet. At least 1 driver, but you can have 1 extra seat for either a buddy or a co-pilot. 2 Headlights minimum, and 1 red brake light (Connected to Brake). YOU CAN ONLY USE THE M1 ROVER WHEEL. This is to help suspension. 6 Wheels max. Now, I'm going to be hosting this in 1.2.2, although I may go to 1.3. Try to keep your craft as stock as possible. Mods like Tweakscale are okay, but anything that adds like OP downforce or engine power is a no-go. You also might want to test your car out on the courses first just to see how your car handles. After all, I'm only gonna give it 3 laps of practice, and then it's off for the 2 lap sprint. I'll make sure to post pics of the courses later, but right now I am dog-tired and need a rest. Also, make sure to post the car to KerbalX. None of that Dropbox stuff. I'll not be around to moniter anything until Tuesday (I get back from vacation late Monday), but I promise I'll check it out as soon as I get back. Good luck as always!!! Leaderboard Kart 1. 2. 3. 4. 5. Honorable Mentions Jet Full-size 1. 2. 3. 4. 5. Honorable Mentions Light 1. 77l- Indycar 2017 by @Azimech. Total Time: 04:43.89. Fastest Lap: 01:28.76 2. 77l- Lambo Mashup v1.0 by @Azimech. Total Time: 07:28.22. Fastest Lap: 02:27.22 3. 4. 5. Honorable Mentions Off-Road 1. 2. 3. 4. 5. Honorable Mentions Electric Full-size 1. 2. 3. 4. 5. Honorable Mentions Light 1. 2. 3. 4. 5. Honorable Mentions Off-Road 1. 2. 3. 4. 5. Honorable Mentions NOTE: If enough people want, I could set up an air-race category as well. Let me know!
Raptor9 posted a topic in The Spacecraft ExchangeVideo was filmed using KSP 1.0.5 LAST CRAFT FILE UPDATE: 14 Aug 13:55 EST CHECK BACK FOR MORE CRAFT RELEASES TABLE OF CONTENTS 1) Raptor Aerospace History, Description & Personal Notes 2) SPH Craft File Download Links 3) VAB Craft File Download Links 4) Subassembly Download Links 5) Categorized Bulk Download Links 6) Frequently Asked Questions (FAQ) 7) Most recent update listings & future plans PUBLIC SERVICE ANNOUNCEMENT (Updated 15 July) I apologize for a lack of activity or updates in the past couple months. I was taking a break from KSP between April and June to avoid getting burned out. These past several weeks however I've been fairly busy updating and revising a lot of craft. For a more comprehensive list of what has been completed and what is still on my "To Do" list, reference the bottom of this post in the Future Updates. Currently, I'm waiting on the 1.3.1 patch to fix a rather significant bug introduced in 1.3 that causes a lot of my craft to explode on the launch pad. As soon as 1.3.1 is released, I will begin updating my existing KerbalX craft files, along with some brand new ones. The following is a quote from the KSP Weekly on 16 June (I bolded the text in the last line for emphasis): "Furthermore, we did some bug fixing for 1.3.1 including, but not limited to: a change to the camera clipping pane, so we don’t have to see what Kerbal’s have been eating for breakfast when you zoom right in on them, and the addition of a KSC building shadow shader fix to the SPH/VAB scenes. We also fixed the alignment of settings in some UI elements, as well as a problem in 1.3 with vessels that have fuel lines or struts inside fairings exploding on launch." And by @bewing from Squad staff on 30 June in the Technical Support forum section (in this quote he is referring to issues on the bugtracker that have been fixed for 1.3.1): "FYI: There are two known issues with struts that have already been fixed. They manifest on the launchpad, though. Struts/fuel ducts clipped inside parts and struts/fuel ducts inside fairings will explode on physics load." HISTORY Raptor Aerospace started out as just a showcase thread where I had around a dozen SPH aircraft posted as nothing more than screenshot eye-candy. After some repeated requests that I post some of my craft for download, I set up a KerbalX account and started doing just that. As my "fleet" of aircraft grew, I began to set up the naming conventions and look & feel of the thread as a Kerbal-verse technology developer. I began to publish proper spacecraft on KerbalX and my download list grew some more. By the time KSP v1.1 was released my craft file list on KerbalX passed 100. The designs in this thread were not just thrown together to look cool. They are meant to have practical KSP applications, and are thoroughly tested to ensure deficiencies in design are corrected before being published on KerbalX. Although I've been playing KSP since v0.13, I am not perfect. I continue to find small issues with my craft that I will update and republish. Some of these designs have been around for several years (ie, several versions of KSP). As new parts for KSP were developed and existing components refined, these concepts were updated or refined and then republished. Each has been flight-tested throughout multiple conditions, altitudes, airspeeds, fuel/payload amounts, etc. to find out where their limits are, and where they perform best. Although this started out being mainly focused on aircraft and spaceplanes, Raptor Aerospace now includes designs for all aspects of the game. TODAY This thread is a 3.0 version of my Raptor Aerospace showcase thread, which I started in November 2014 (KSP v0.25). All of the craft here are built/designed within the stock aero model, and all are 100% stock. While most of my designs are influenced by real-life aircraft, spacecraft, or concepts, they are not meant to be replicas. The craft are built to imitate function over appearance. If aesthetics can be implemented as well, that's a plus, but not to the extent it compromises functionality or significantly hinders performance or efficiency. To browse for a craft file, expand the primary spoiler drop-downs (SPH, VAB, or Subassemblies) and then continue to work your way through the "catalog tree" until you find something you'd like. Then click the hyperlink below that craft file image and it will redirect you to the appropriate KerbalX page to download that craft. ________________________________________________ Personal Notes I'd like to thank @katateochi for his administration and maintenance of the KerbalX website. It's a user-friendly, fan-driven site that allows community members to exchange craft files for use, modded or stock. If you're an avid user of the KerbalX site, please help support it by donating via links on the main KerbalX page. For additional entertainment, here's some other videos I've produced: Landing the Shuttle | Red Planet Rivals | KSP - The TV Show | Elon Kerman's Reusable Rocket | Take Flight ________________________________________________ Space Plane Hanger Section ________________________________________________ Vehicle Assembly Building Section ________________________________________________ Subassembly Section ________________________________________________ Categorized Bulk Downloads Section ________________________________________________ CHECK BACK FOR UPDATES ON DESIGNS AND NEW CONCEPTS IF ANYONE HAS SCREENSHOTS OF THESE CRAFT IN ACTION, FEEL FREE TO SHARE THEM HERE ALONG WITH STORIES OF SUCCESS, GLORY OR FAILURE ________________________________________________ Frequently Asked Questions (FAQ) Q: Will you make craft X or modify craft Y to have feature Z? A: Craft that are shared here are made for my use in KSP, but everyone has different building and play styles. If you want an SSTO spaceplane with an LV-N engine on it, it's too easy to throw one on there yourself. I don't take craft requests. If you have a craft request, there are already a number of experienced KSP builders on the forums that do take requests. However, I don't have the time or motivation to be out-sourced. Q: How do you make the brochure-style graphics for each craft download? A: I start by taking screenshots using Kronal Vessel Viewer, then do all the rest manually using Microsoft Paint. Simple and easy. Q: You have too many craft to download, how can I get all of them without dedicating an absurd amount of time clicking away on KerbalX? A: You're in luck! @katateochi (who runs the KerbalX website), was kind enough to implement a new feature to enable downloading an entire hanger of craft files. You can find links to groups of craft in the Categorized Bulk Downloads Section just above. Q: I don't understand how to use one of your craft. A: I try to be as informative and concise when making the brochure-style graphics that accompany each craft. They're intended to provide other users with basic information to the craft's purpose, action group settings, and other miscellaneous tidbits that hopefully clarify what went into the design. However, after reviewing the craft graphic there are still unanswered questions, feel free to post your question in this thread and I'll try to answer as soon as I am able. Q: One of your craft appears to not be working as intended. A: This is a common comment I see on KerbalX. First thing I'm going to ask you to do is try the craft out in a vanilla (stock only) install of KSP. 9/10 times a mod is altering the behavior of the craft or interfering with a designed feature. I am not without my mistakes, but I thoroughly test these craft in stock KSP before publishing them on KerbalX. Another reason may be using the craft in a different version of KSP than it was intended. I'm always happy to troubleshoot issues, but the first two questions I will ask are "Do you have any mods installed?" and "Which version of KSP are you running?" *At the moment, 1.2.1 and 1.2.2 craft appear to be interchangeable, so I haven't seen any issues. ________________________________________________ Most Recent Updates (Last 7 days) ----------10 Aug---------- - 'Javelin' rocket family (1.3.0 update) - AKOS, 'NavComm', 'KeoSat' satellites (1.3.0 Update) - EV-1A and EV-1B crew vehicles (1.3.0 update) ----------13 Aug---------- - 'Thunder' rocket family expansion through 'Thunder 3-2' [Thunder 4 sub-family will return after 1.3.1 drops] (1.3.0 update/revision) ----------14 Aug---------- - MIR family subassemblies (1.3.0 update) - Utility rover subassemblies (1.3.0 update) - ER-1, ER-2, ER-3 rover subassemblies (1.3.0 update) Future Updates to the thread -----Short-term Plans----- (Most of these are in the 95% completion stage. Just waiting on 1.3.1 strut fixes) - Updating all craft to 1.3.X, with priority to craft with lots of struts (ie. HLV-5 and LV-2 lander series, and the Rocket Market) - Republishing 'Thunder 4' rocket family after 1.3.1 addresses craft breaking bugs. (Finished) - Revised LV-4A 'Armadillo'. It will be less than 70 parts (instead of 240-ish), but has just a basic scientific survey package, and no rover. (Finished) - A few small tweaks to the EV-4-series, the main thing being an increase in communications power. (Finished) - An updated EV-5 'Drifter' (to be redesignated EV-5 Block 1); has a slight reduction in part count, and a slight increase in delta-V. (Finished) - EV-5 'Drifter' Block 2 for inner system exploration; increased TWR and delta-V compared to EV-5 Block 1, but higher cost and lacking the ability to travel to Duna due to solar energy drop-off. (Finished) - New & improved ATSV that is more stable and capable of operations day & night. And looks cooler. (Finished) - Revised LITE upper stage baseline with reduced part count and lower cost. This will affect any LITE-based craft such as the HLV-5 lander family, PD-32/64 depots, and the 'Lightning' rocket itself. Again, waiting on strut fix in 1.3.1 (craft update 95% completed, graphics update 0% completed -----Long-term Plans----- - Project "M3V" - X-22 Supersonic STOVL Flight Test (whenever I am finally satisfied with the look and flight characteristics really) - Eve mission architecture - orbital elements planned/underway ('Vista Station Beta', 'Vista Station Alpha', NITE upper stage deliveries) - Gilly landing/ISRU elements under design -----LONG, Long-term Plans----- - Eve landing elements (still in conceptual stages)
Hello, I'm planning on downloading this craft from Kerbalx:https://kerbalx.com/callsignblaze/BAE-hawk/ and I was looking through the modlist and found ''MIAD'' I dont know what this mod is,and when i did a quick search nothing came up... any clarifications would be appreciated,along with a download link for it! cheers, Dmav522
Introducing the Hammer family of VTOL Starships: Vertically launched, horizontal landing science and exploration vessels. They are able to fly to Kerbin's moons and refuel and perform science. Tested on Mun, Minmus, and Ike. Each has a puff powered Kube tug/emergency lander, a science rover that can fly ~2.5km on moons or drive on rover wheels, and a detachable ore scanner to be taken to polar orbit by a Kube tug. The two larger Hammers have a full science lab as well. They are able to rove on the surface by using the main engines for thrust. These are the first craft files I have released after playing for a few months and studying other people's ships, please let me know if you have enjoyed them or have any suggestions for improvement. Hammer Craft file: http://kerbalx.com/PointySideUp/Hammer SledgeHammer Craft file: http://kerbalx.com/PointySideUp/SledgeHammer JackHammer Craft file: http://kerbalx.com/PointySideUp/JackHammer Kube Tug Craft file: http://kerbalx.com/PointySideUp/Kube