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Mission idea: Kerbal Dakar 2017


Triop

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Would nuclear ramjets be allowed in the modded category? There's one in Porkjet's Atomic Age mod, and two in SuicidalInsanity's Mk2/3 Expansion. They're all high mass & low thrust, but they effectively have infinite fuel (only requirement is presence of atmosphere) which might be considered sketchy. I don't think I'll make a racing entry so a judgement call on this probably isn't necessary, but it might be an interesting option for others if you do allow it.

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Also, Stage 3 has you running through a valley/canyon, so DO NOT attempt it late in the Kerbin day.  I have not started the third stage yet but I am going to try it...in late afternoon.....I started the challenge at the wrong time lol...Oh well gotta finish it.

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I'm having an absolute blast testing my rover! I have a pure elec version top speed of around 32 m/s and a jet version with a single juno top speed on level ground of around 84 m/s. I am still testing that one. But man it looks cool!

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1 hour ago, String Witch said:

Would nuclear ramjets be allowed in the modded category?

Whatever you use, if you can finish all stages in my Kerbal Dakar (not flying), you are in.

"But fist walk the talk" - Jeb Bush.

15 hours ago, DrunkenKerbalnaut said:

Those hills right at the end of stage one will catch you sleeping

You noticed :lol:

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22 hours ago, Draconiator said:

I just ran Stage I so far.  I am going to run the others soon.  Stage 2 once my video I filmed gets uploaded.

Here it is, and I THINK I have my car!!!  Put me in the Electric class.  I will do my official run Jan 1sty.

 

Wow, I will link to this video in the first post.

Good job.

 

Edit, but will it survive stag 2+3 ?

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@Triop something we should think about though, which terrain setting will be mandatory? I just saw a video with terrain settings on minimal, I did mine on high. Obviously there's a difference in difficulty. I would like high but I can imagine not everyone would agree.

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4 hours ago, Triop said:

Wow, I will link to this video in the first post.

Good job.

 

Edit, but will it survive stag 2+3 ?

It survived Stage 2 intact but I had to find ways around terrain lol, and Stage 3 it would have but it was getting late in the afternoon and ran out of power when the sun was behind terrain, so I'm giving the car 2 batteries and 4 RTGs.

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2 hours ago, Azimech said:

@Triop something we should think about though, which terrain setting will be mandatory? I just saw a video with terrain settings on minimal, I did mine on high. Obviously there's a difference in difficulty. I would like high but I can imagine not everyone would agree.

Bit my computer can't run at anything above minimum settings.  So if you need to run at hig tarrain settings I can't participate:((got dammit chicken computer!!!) 

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21 minutes ago, rkarmark said:

Bit my computer can't run at anything above minimum settings.  So if you need to run at hig tarrain settings I can't participate:((got dammit chicken computer!!!) 

Have you tried setting the physics delta-time to 0.08? Standard is 0.04 but I've had a huge increase in performance since I changed it at the cost of a somewhat lower framerate.

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3 minutes ago, Azimech said:

Have you tried setting the physics delta-time to 0.08? Standard is 0.04 but I've had a huge increase in performance since I changed it at the cost of a somewhat lower framerate.

This. I only moved it one or two ticks, and it's a different game. I'm jamming on a 5 year old laptop with 1st gen i3 and 8Gb of memory. Before changing the delta time, I couldn't be asked to actually rendezvous more than 200 parts in orbit without a cup of coffee and a good book to read :P  

Now I can actually stand to do orbital bases again. 

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currently struggling with dampening with my iterations. I just noticed that wheels are autostruted to the root part.

I guess if I turn that off, my design will be "modded", right? 

 

I feel like, even with the M1, the spring length are too short.

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4 minutes ago, NKL said:

currently struggling with dampening with my iterations. I just noticed that wheels are autostruted to the root part.

I guess if I turn that off, my design will be "modded", right? 

 

I feel like, even with the M1, the spring length are too short.

If you know how wheel autostrutting can be disabled, I'll give you a kiss.

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1 minute ago, NKL said:

currently struggling with dampening with my iterations. I just noticed that wheels are autostruted to the root part.

I guess if I turn that off, my design will be "modded", right? 

 

I feel like, even with the M1, the spring length are too short.

Idk if it still works, but I recall folks using particularly flexible parts to augment rover suspensions. I remember reading that the "Spider" engine was a good candidate. Maybe a little game-y for your tastes, but there you have it. I personally have yet to try it, but I suppose you couldn't say it isn't a stock solution. 

It seems I remember seeing @Majorjim! lauded for it's inception. Maybe he can advise. 

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27 minutes ago, Azimech said:

If you know how wheel autostrutting can be disabled, I'll give you a kiss.

:blush: 
Did some research on the forum, and apparently you could modify the autostruting in the .CFG in 1.1.3 (so it's not "stock"). I do not know if that trick still work in 1.2.2 since I did not try it yet.

26 minutes ago, DrunkenKerbalnaut said:

Idk if it still works, but I recall folks using particularly flexible parts to augment rover suspensions. I remember reading that the "Spider" engine was a good candidate. Maybe a little game-y for your tastes, but there you have it. I personally have yet to try it, but I suppose you couldn't say it isn't a stock solution. 

It seems I remember seeing @Majorjim! lauded for it's inception. Maybe he can advise. 

I personaly used decoupler stacking for my early career save to dampen the early side Wheel (do not remember the name). Spider engine is another trick. You could litterally build spring ! Remember @Vagani's car?

However since wheel autostrut to the root part, it cannot be flexible.

 

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1 minute ago, NKL said:

:blush: 
Did some research on the forum, and apparently you could modify the autostruting in the .CFG in 1.1.3 (so it's not "stock"). I do not know if that trick still work in 1.2.2 since I did not try it yet.

I personaly used decoupler stacking for my early career save to dampen the early side Wheel (do not remember the name). Spider engine is another trick. You could litterally build spring ! Remember @Vagani's car?

However since wheel autostrut to the root part, it cannot be flexible.

 

Unless you did something goofy like make a spider the root haha

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5 hours ago, DrunkenKerbalnaut said:

Idk if it still works, but I recall folks using particularly flexible parts to augment rover suspensions. I remember reading that the "Spider" engine was a good candidate. Maybe a little game-y for your tastes, but there you have it. I personally have yet to try it, but I suppose you couldn't say it isn't a stock solution. 

It seems I remember seeing @Majorjim! lauded for it's inception. Maybe he can advise. 

The ant engine suspension was 'invented' by @Vagani ages ago, I have used it before though. I haven't used it since the wheels where updated but you can see if it helps. Just use four or more for each wheel, clipped into each other.

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On 14-12-2016 at 5:58 PM, Li0n said:

Why don't bundle it like : Saves/Dakar2017/Dakar2017.sfs ? Like most mod do with a structure GameData/MyMod/MyDll.dll

I'll take a look at that, I've never shared a savefile before this challenge, bit of a noob still...

 

I UPDATED THE FIRST POST BTW.

-added a video from DocDav who flew the whole course to show us the landscape.

-added DocDav's explanation on how to install the savefile.

 

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6 minutes ago, Draconiator said:

I'm updating my car to reflect things I learn on trial runs.  This is what it looks like now.

 

C'mon guys..^_^ Take it here:

 

 

 

I UPDATED THE FIRST POST BTW.

-added a video from DocDav who flew the whole course to show us the landscape.

-added DocDav's explanation on how to install the savefile.

Edited by Triop
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