Jump to content

SpannerMonkey(smce)

Members
  • Posts

    3,689
  • Joined

  • Last visited

Everything posted by SpannerMonkey(smce)

  1. Just finished the second run with the new truck and the time 00:42:12 and that's it for a while , i don't think i can go faster, maybe if i was 20 years younger . Driving EC only, requires a different style and any air time is bad, as speed drops dramatically in the air especially with such a light vehicle, so there's a good case for heavier vehicles over light ones, and of course a light one flies easier than a heavy one. I've spread some versions of the wheels around so i reckon in the right hands, with reaction times slightly better than an Oak tree, a faster time is really possible The screenshots Cheers Triop, enjoyed it immensely
  2. Yup, but why do you need infinite fuel, the parts have a ridiculous amount of LF included, most bridge parts have fuel generators , the larger hull in particular have more fuel than you could reasonably use unless you're traveling around at sci fi speeds
  3. Yup, but why do you need infinite fuel, the parts have a ridiculous amount of LF included, most bridge parts have fuel generators , the larger hull in particular have more fuel than you could reasonably use unless you're traveling around at sci fi speeds
  4. Hi, good news, you should really use 64bit as default there is no good reason to use 32 unless your equipment cannot run 64bit, and with mods the size of LBP 64bit is the recommended version
  5. Well something has changed, must be pixies anyway, your log, go to the main ksp folder, there you will find KSP.log that is the only log i want to see, now zip that log and upload it to dropbox or whatever you use so I can download and read it properly, do not paste it here, as it's horrible reading pasted logs and takes way longer to identify the issue.
  6. Post a log, the problem will be whatever is loading immediately after that cockpit Or something you have moved
  7. Hi, I've seen this error many times now with various revived statics, admittedly it was much worse in 1.1.3 and the root cause usually turns out to be collider model problems, in all likelihood identifying and removing the offending model will restore the save ability. In 1.1.3 there were also issues with the plug and play nature of the plugin, and in certain cases installing KK in an existing save game would produce the symptoms you describe, usually accompanied by the failure of the launch site selector, In this case the only solution is a new save created as follows, Empty your GameData folder of everything except KK and squad, start the game and create a new save and launch that save, check that KK is fully functional, if all checks out as working, you can close the game, re add your other mods and the load the new save and with luck everything will be peachy . Fortunately KK for 1.2.x is a much stronger beasty than previous editions and tolerates abuse extremely well, and any opportunity you get to upgrade top a newer version should be taken Not sure what the problem is there as you don't indicate what you expected it to look like
  8. As long as it's entered in the mod class and not stock you can do whatever, tweaking a cfg to be something other than stock is definitely modded in my book
  9. Hey, It's not for me ( i started playing KSP only because it was amazingly moddable and a game I'd previously modded was dying) but the challenge section has plenty of stock only challenges, so I'd imagine there's be a lot of takers, In KSP i don't believe there is ever an equal given the same stack of parts everybody arrives at the end with something very different and depending on skill level you have 256 parts engineering masterpieces or ten part Flintstones trucks and that imo is a very uneven playing field and no more uneven than allowing mods to enter a challenge in an appropriate class. There really hasn't been anything like the Dakar series and the OKRS in which mods could be fully tested, you can tool around KSC all week and not find out the stuff i found in two days of Dakar stage testing, for making durable well performing wheels it seems the only way to go, I'd like to think that if a squad type dared venture a stock entry then they'd be sorting some decent wheels and fixing the existing sets on return to dev land
  10. Hi very smart for a first ship , you'll find a lot of the new upcoming superstructure parts useful for such builds. Do show more shots as you work on it
  11. Thats a damn respectable time for such a monster, I'm almost convinced to do a wheeled version of the ADD and enter that too, she'll be 65 tonnes without wheels and power, So do you have a copy of the save with targets available ???
  12. Hi the mod adds FX to any part stock or mod that is not on the hard coded exceptions list, FX is added on any joint break ,so yes mod parts explode and burn Some examples below
  13. As one of the foremost supporter of the mod I think you should JR'd be happy to include it i think. (note to self finish mk 3 u5 fx)
  14. A little bit of drama from the opening stage of the real Dakar, the stage winner Nasser Al-Attiyah leading by 24 seconds had an under bonnet/hood oil fire as he crossed the line, although not fatal to the car damage was such that it required towing to service. And all the while, around the KSC mountain rovers are being battered and bashed, losing parts and pushed past their limits , second run looking promising
  15. Cheers but.. Sadly Dakar experience has shown that being pretty is not an asset, being tough as old boots and functional is all that matters at the end of the day , under certain conditions it's a fantastic truck but under others, like short sharp rippled terrain it get very unfriendly indeed, something I'll be remedying before I make my attempt with that one, but should the other finish the Dakar in one piece it's ready to go now
  16. I'll be up for this, I'll be using anything i develop from the Dakar Kerbin edition, of which I'm just doing a second run, the first being a little lackluster . So I'll take at least two slots in the modded category, the mods used will be chassis and wheels and deco items, so far there's an EC version with fuel cells, and an EC with jet assist version both very different in mass and setup.
  17. Dakar Kerbin Edition test run of early dev prototype.
  18. Congrats @Triop on the TOTM, proves it was a damn fine, if troublesome. idea well done old chap And as I'm not sure whats kosher and not to post here below spoliered shots of the two vehicles I've entered so far , 1 which has already completed the challenge and the other that is currently attempting a much faster time
  19. Nope a modified craft is a new craft and would require a restart of the event.
  20. Hi, after the I feel inauspicious run with my original vehicle, a little bit of the Hare effect i think and a touch of over confidence I've decided that I'm running again with something new. This time EC and fuel cells no jets, another new set of wheels with reduced arm offset for a lower roll center and another SMR cage , this time long and narrow instead of wide, the wide track wheel units address the stability reduction caused by a narrow chassis, and i think I've nailed the effective spring and damper range in unity so as not to be affected by terrain seams in any way. A complete lightweight compared to anything else I've tried, coming in at a shade under 1tonne, The top speed is very dependent on drag and it's a very draggy chassis, as is obvious by the rate at which speed drops when off the power, As with all these things, or at least in my case the set up takes a little while to get right, although the wheels are almost fit and forget, having what i reckon are decent unity friction and shock settings, the long travel suspension does take a little more tweaking as it displays that tendency of IFS of kneeling, that is over compressing the inside front suspension , lifting the outside rear wheel clear of the ground and making the whole plot a little twitchy, so it's just points above default but every point seems to make a big difference, I'd really like a finer adjustment scale, so just like in RL i could go half or quarter turn instead of having to go up in one full turn steps. As an aside the comments i made a few posts ago about the M1s hierarchy proved correct and i now have two sets of M1 wheels that work much better than before, and my steering knuckles don't turn with the wheels, whoever did the conversion either got confused or was new at wheels as the steering knuckle was called wheel! and the wheel was called mesh and there was a duplicate broken wheel mesh for good measure, so that the steering knuckle which should have been a child of SteeringPivot ended up a child of wheel pivot instead An unofficial run for a stage 1 test timed out at 00:04:57:36, with a couple of oops moments so a clean run could potentially be faster The SM RKR Dakar 11 OCEC
  21. I think your results post should be placed in the thread below And it seems i was overly cautious on my first attempt and submission , as i understand it If I construct a new vehicle i can run it again? If this is so I'll be going again at least once and will run at least one stock build I reckon, I certainly didn't get into this to come mid field
  22. Hey gang, a review of my vehicle having completed the Dakar 2017 in a time of 1 hour 1 minute and 7 seconds. The stats Parts 106 Weight 2.064t Height 1.6m Length 4.2m Width 3.2m Fuel 81 units Max wheel Speed 68ms Max theoretical vehicle speed on boost 150ms The wheel specs and torque curve MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot suspensionDistance = 0.2 targetPosition = 0.09 springRatio = 8 damperRatio = 3.0 } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 20 key = 10 9//6 key = 30 3.0//1.5 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 wheelSpeedMax = 89//37 208 kph driveResponse = 2 torqueCurve { key = 0 2.0 0 0 // Note this curve is not suitable for light or short rovers, best suited for vehicles in excess of 1000kg key = 10 15 0 0//2.5 2.0 0 0 key = 40 15 0 0//2.5 2.0 0 0 key = 60 6 0 0//36 0.5 0 0 key = 68 0 0 0//38 0 0 0 MAXIMUM SPEED } RESOURCE { name = ElectricCharge rate = 3.5//Thirsty wheels, all that power doesn't come cheap } idleDrain = 0.0//0.1////0.5 } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 6 // Very strong brakes will hold vehicle on full thrust with no boost flaps active brakeResponse = 3 } Engines 2 x Juno scaled to 20% for use as active downforce 1 X Juno Scaled to 85% as main propulsion 1X Snatch Boost engine, the nitrous effect, a reworked twitch with same power output as a juno but no spool time and horrible thirsty Parts, 3 part roll cage, single part chassis brace, custom made for event wheels, body panels from SM Marine, high intensity lights from SM Marine, custom race command seat, various tubes from the dev version of DK's structural tubes mod, colored stock parts by virtue of MM and an fs texture switch 2 module applied to stock parts, all control surfaces tweakscaled smaller ( and either locked or slaved to boost flap control) Action groups for engine toggle, Intake toggle, boost toggle The arty bit Exploded views, nothing to hide Note to self, needs thinner and new shapes for struct panels, low friction (unity phys materials) sump guards and belly plates, taller race seat, maybe self contained survival cage seat combo, same wheel but flat rather than cranked arm for lower roll center (maybe inverted for tarmac smooth racing) Lower profile cage system for high speed vehicles
  23. Hey all, let me be among the first to post a set of results with a final time of 1hour 1 minute 7seconds Parts not making it to the finish, sump guards destroyed stages 2/4/5/7, boost flaps and linked aero destroyed on stage 6, 1x juno jet engine and 1 x 0.62 fuel tank destroyed stage 7 00:07:24 + 00:09:18 = 16:42 + 00:09:10 = 25:52 + 00:08:19 = 34:11 + 00:09:55 = 44:06 + 00:09:04 = 53:10 + 00:07:57 = 01:01:07 Ps on a trial run using the races mod and a pre marked route i completed the event in 48min:51sec:06 tenths which i think is about as fast as anyone could do it
  24. Hey all, let me be the first to post a set of results with a final time of 1hour 1 minute 7seconds, Not everything made it to the finish, details in results post
  25. Happy New Year and happy new thread. Unofficial preview of stage six for those just discovering the challenge for the first time
×
×
  • Create New...