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Nyxilo

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Posts posted by Nyxilo

  1. 8wjXJMi.png

    I am huge fan of @selfish_meme' River-run Air-race Challenge but it's not very up-to-date... so I've decided to revive it adding a twist: Ferram Aerospace Research!

    Unlike the original run this one is only a one-way trip as FAR restricts a lot the airframes, thus extending the average race time.

    The overall path remains the same (please refer to the OP for more details).

     

    Rules:

    1)        Ferram Aerospace Research mod is mandatory. Atmosphere Autopilot is strongly recommended, especially for Fly-By-Wire and Speed control.

    2)        This is a rated race. Time will still be accounted for in ranking tables; however, this race is designed more as a personal challenge than a competition.

    3)        Timer starts at brake release on the Homeplate and stops at 5000m ASL above the Bowl. There is no turn-around like in the original run.

    4)        Take your time from the in-game clock. As the game speeds up and slows down, it's the only one displaying an "accurate" time.

    5)        Flight level must remain under 300 meters ASL.

    6)        Any in-flight modification to the aircraft will make the run invalid. See “Points Calculation” for more details.

    How-to : the River Run

    After your craft spawns on the Runway, put the brakes on then teleport to the Homeplate just before the canyon’s entry using the Alt + F12 menu in “set position”:

    J6Qj7fr.png

    Then, wait for your craft to land on the Homeplate. Timer will start as soon as you will release the brakes so don’t waste time!

    The path is self-explanatory, as long as you stay below 300 meters ASL. The timer / run ends after climbing above the Bowl at 5000 meters ASL.

    Here is an example: Test Run | KSP Canyon Race 2023 - YouTube (terrible run but shows the path)

     

    Points calculation:

    River Run: FAR Edition

    0/5

    1/5

    2/5

    3/5

    4/5

    5/5

    Time (min)

    > 11’

    11’ - 10’

    10’ - 9’

    9’ - 8’

    8’ - 7’

    7’ >

    Max ceiling (m)

    > 250

    250 - 200

    200 - 150

    150 - 100

    100 - 50

    50 >

    Max speed (m/s)

    < 300

    300 - 350

    350 – 400

    400 - 450

    450 - 500

    500 <

    Powerplant1

    Anything else2

    JX-4

    J-404 / J-33

     J-20

    R121 / R7000

    E-Propellers

    Max G

    > 25

    25 – 20

    20 – 15

    15 – 10

    10 – 5

    5 >

    Bonuses3

    Manned aircraft4

    +1

    Camera Locked

    +1

    No HUD (3rd Pers.)

    +1

    Upside down flight

    +2

    Mod IVA

    +2

    Stock IVA

    +3

    Run is invalid if...

    Unconsciousness

    Aerodynamic failure

    Part jettison

     

     

    1Multiple engines are allowed, however take the worst one into account, i.e., if you have a R.A.P.I.E.R. and a Juno, you will have 0/5 in powerplant rating.

    2Including CFG-Edited or engines from mods, as well as rocket engines and SRBs.

    3Bonuses are additive and are awarded if only the full flight is made accordingly.

    4With Kerbal G-Force limit enabled at 1.0x.

     

    I’ve based the points on multiple performances. They will evolve if needed. A maximum of 30 points are obtainable at the same time.

    As I said, this is designed as a personal challenge, I won't make global leaderboards.

     

    Have fun, good flight!

  2. On 7/25/2023 at 7:05 AM, AtomicTech said:

    Just for restock, though I might look into that for the future. :)

    I'm not a CKAN wrangler and I'm not quite sure how to fix that... Maybe @HebaruSan might know?

    Aye aye! I'd love to have this! Do you mind sending it to me via discord?

    When I get LGG's update, I'll throw it in :)

    Hi, do you have screenshots of this?

    Hey ! Do you have an idea when your mod will be compatible with Jet Sounds Upddated ?
    RWE and JSU are real nice mods, having them together would be awesome.

  3. On 8/24/2023 at 1:16 AM, blackrack said:

    Hmm I think maybe something changed since I implemented this. Is this with Kopernicus? Could you maybe look into how to remove/modify a sun corona with Kopernicus?

    e4Yt17o.png

    Thanks to  OhioBob on the Kopernicus thread, there's an easy way to remove the corona with Kopernicus, you only need a black PNG to set as the corona's texture.

    https://1drv.ms/u/s!AtylFJmePVdBiMFYBBDbKuDYXUSZ3g?e=6BqIEC
    Here's just a folder w/ the Kopernicus config and the black texture for the corona.

  4. After a few hours digging into other mods Stars' configs, here's what I have come up with :

    @Kopernicus:AFTER[KOPERNICUS]
    {
        Body
        {
            name = Sun
            Debug
            {
                exportMesh = false
                update = true
            }
            Template
                {
                        name = Sun
                removeCoronas = true
                }
                Properties
                {
                description = Trying to hide the Sun's Corona.
                useTheInName = False
                displayName = Singularity
                   }
            ScaledVersion
            {
                    Coronas
                    {
                        Corona
                        {
                                Material
                                {
                                    texture =SingularityKopernicusPatch\PluginData\Black.png
                               }
                        }
                    }
            }
        }
    }


    Still not working :/

  5. Hey ! I'm currently trying to remove the Kerbol/Sun's Corona with Kopernicus, however i'm struggling a bit with the .cfg

    I saw there's a removeCoronas node, but I don't understand how to use it on the stock Sun.

    The idea would be to replace the stock Sun with it's own copy, only without any Corona (or whathever effect in fact, because there's a blackhole slapped on it).

    The reason is that Singularity seems not to hide the stock Corona anymore, so I'm trying to find a fix with Kopernicus.

    9hbNE40.png

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