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The Trans-Kontinental Train Challenge!


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koJ6dyG.png

Trains...Trains...Trains are epic. But they have a downside : they can't travel across the ocean...or can they !

Your Goal :

Your goal in this challenge is to manage to make a train cross the ocean next to the KSC, as shown on this picture.

Cbd8wqo.png

How to do it?

There is two main ways to do it :

-You can make your train a boat, and cross the ocean with your train-boat

-You can make your train a plane, and cross the ocean by going above it (I recommand this one if you want to be at the top of the leaderboards)

Both ways are accepted

Note that you CAN'T go to the other side of the ocean like this :

XPZZVqd.png

You MUST cross the ocean

Remember, post screenshots/videos to detail your trip. If you don't post screenshots/videos, your submission won't be accepted.

Levels :

LEVEL 1 :

Cross the ocean and land on the other side. Your train must hold at least 10 kerbals (I recommend to have much more to get a good score).

LEVEL 2 :

Cross the ocean and go back to the KSC (KSC=The light green square the buildings are located on). Your train must hold at least 12 kerbals.

JEBEDIAH LEVEL :

Like Level 2, but you have to do it twice. Your train must hold at least 15 kerbals.

Scoring System :

The scoring system is simple : the faster you cross the sea, the higher you are in the leaderboard! Note that each level of difficulty have their own leaderboard.

Each extra kerbal above the minimum amount will remove 10 seconds from your time.

Leaderboards (Negative scores ARE possible) :

LEVEL 1 :

-Juzeris : -30:00

LEVEL 2 :

-None for now

JEBEDIAH LEVEL :

-None for now

Rules :

-The core of your train must be "trainey".

-NO CHEATING (This means no debug screen and no hyperedit).

-You can hack funds, reputation and science if you are in Career mode.

-The train have to come back intact.

Allowed Mods :

-Realism Mods

-Near Future Mod Family

-Station Parts Expansion

-KAS

-Kerbal Foundries (EXEPT THE HOVER WHEELS)

-MechJeb

-Kerbal Join Renforcer

-Throttle Control Avionic

Badge :

If you manage to beat this challenge, you can have this badge :

W6zYq21.png

To add it to your signature, copy and paste this (add a "/" at the end, like this ):

%7Boption%7Dhttp://i.imgur.com/W6zYq21.png%7Boption%7D

GOOD LUCK!

Edited by Elowiny
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I'm In! Ive installed KAS system on my 44 class so she can refuel at any "station" eg.. landed orange tank.. although I gather im not accepted fully because I intend to drive the train around the water.. shes around 100 tons because of the modified wheels and ballast.. exceptionally hard to even lift a single locomotive into the air with any conventional means.. believe me ive tried :)

Furthest ive driven is 100km so far without breaking anything criticly though.. its a rough ride once you get past them mountains either side of the KSC around 40km out.. easy to make a mistake.. I'll have to give the full train brakes.. currently only the locomotive has brakes.. the cars are unbraked.. her top speed is around 30m/s a little bit more but the generators overheat with extended 100% power.. I'll see how I go though :) Best of luck to everyone else and yourself

One thing.. the destination... would that happen to be where KSC2 is?

Edited by Overland
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Oooh, trains! Just the thing to test out this mod thing. ROLL OUT THE TRAIN-THING! (download) Actually don't, the runway explodes if it does something more than just stand there (for example closes the cargo bays or turns).

So here's my train, did it just on Level 1, but on the bright side, it's an honest 446 ton train which can take entire departments for day trips - has a tiny locomotive, 10 wagons, of which four passenger wagons each seating 64 Kerbals (4x16Mk3 compartments), plus 4 in the cockpit, for a total of 260 Kerbals. Powered by those pesky rapier things, but, well, couldn't make it work any other way. Did the trip in about 13:20.

Used Throttle Controlled Avionics (disclaimer says it works poorly with jet engines, which is kind of true), Mechjeb and, well, I'm pretty sure Kerbal Joint Reinforcement was active, not sure if the last one disqualifies the entry. Also I didn't see the rapiers don't have alternators (electricity generators) and realized mid-flight that I have no power production, so I modded weak alternators into the rapiers (20% of turbojet engines). If you take her for a longer spin drop a couple of solar panels on top, or something.

So, yeah, if all that is fine, then the score is 13:20, less 260x10=-43:20, total -30:00, or negative half an hour.

If you actually do take her for a spin (not recommended), 3 opens/closes the cargo bays, 2 switches rapier modes. Liftoff with jets, fly with jets (you'll have to fiddle with TCA settings a lot to squeeze out anything reasonable from the jets), the oxidizer is scarce, use it only for the final landing. I started using it early in the descent, and ended up falling the last 5 meters, bless those jet fuselages, but broke all the wheels which weren't broken yet.

Javascript is disabled. View full album

P.S. TCA is awesome. :cool:

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Oooh, trains! Just the thing to test out this mod thing. ROLL OUT THE TRAIN-THING! (download) Actually don't, the runway explodes if it does something more than just stand there (for example closes the cargo bays or turns).

So here's my train, did it just on Level 1, but on the bright side, it's an honest 446 ton train which can take entire departments for day trips - has a tiny locomotive, 10 wagons, of which four passenger wagons each seating 64 Kerbals (4x16Mk3 compartments), plus 4 in the cockpit, for a total of 260 Kerbals. Powered by those pesky rapier things, but, well, couldn't make it work any other way. Did the trip in about 13:20.

Used Throttle Controlled Avionics (disclaimer says it works poorly with jet engines, which is kind of true), Mechjeb and, well, I'm pretty sure Kerbal Joint Reinforcement was active, not sure if the last one disqualifies the entry. Also I didn't see the rapiers don't have alternators (electricity generators) and realized mid-flight that I have no power production, so I modded weak alternators into the rapiers (20% of turbojet engines). If you take her for a longer spin drop a couple of solar panels on top, or something.

So, yeah, if all that is fine, then the score is 13:20, less 260x10=-43:20, total -30:00, or negative half an hour.

If you actually do take her for a spin (not recommended), 3 opens/closes the cargo bays, 2 switches rapier modes. Liftoff with jets, fly with jets (you'll have to fiddle with TCA settings a lot to squeeze out anything reasonable from the jets), the oxidizer is scarce, use it only for the final landing. I started using it early in the descent, and ended up falling the last 5 meters, bless those jet fuselages, but broke all the wheels which weren't broken yet.

http://imgur.com/a/wFe30

P.S. TCA is awesome. :cool:

Oh my!.. thats just.... shes beautiful!! ;.; very galaxy railways.. makes me wish I didnt delete all them mark 3 parts so I can run KSP on 2gb of ram.. shes really a thing of beauty mate :D very well done.. you have my admiration and respect as a fellow Kerbal Train Driver.. I see you modded engines into alternators too

AND!.. the runway thing.. exploding runway.. my question to squad would be WHY?!..

the amount of time ive come in after a long drive and one of the trains wheels has tapped the runway too hard destroying it and my train in the progress.. its absolutely insane..

runway is cement.. not C4.. very odd

Edited by Overland
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