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Mission idea: Kerbal Dakar 2017


Triop

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1 minute ago, Triop said:

Thanks but no. :lol:

I think we should just focus on how to even survive this crazy race.

We keep the flags, no sideshow. ^_^

You don't mind if I install them on my track? I already have quite some objects on my map ... and not finished yet. I've reset the physics & load/unload range to standard though.

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31 minutes ago, Azimech said:

Voila, 9 parts.

eBvKW0S.png

Yeah.......no. That's just asking for other racers destroying themselves before they even get started.

But I see no reason to not put them in your game.

Edited by GDJ
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6 minutes ago, DrunkenKerbalnaut said:

I'm imagining a pasture of cows, and a mini-Jurassic park. 

Stop drinking beer and go to bed.

 

Am I talking to myself again ? <_<^_^

 

Edited by Triop
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4 minutes ago, DrunkenKerbalnaut said:

I'm imagining a pasture of cows, and a mini-Jurassic park. 

Maybe those but at least a lot of these. White is normal, orange means SLOW.

 

FjnHXFW.png

 

Part count ... 10 to 13 per pole. Which means there are never enough poles within load/unload range to really affect framerate.

Edited by Azimech
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2 minutes ago, Triop said:

That is some serious organisation &)

I'm doing stage 5 ... already at 80 objects (including gas stations and dino's). And every pole during a stage has a symbol like "base", "station" or "relay" so they're all grouped together. The HUD is becoming very crowded ... wish we could change the HUD range for these things. Worst of all ... it distracts from driving so I'm hoping at one point I can switch it off and just follow the lights XD

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5 minutes ago, Azimech said:

I'm doing stage 5 ... already at 80 objects (including gas stations and dino's). And every pole during a stage has a symbol like "base", "station" or "relay" so they're all grouped together. The HUD is becoming very crowded ... wish we could change the HUD range for these things. Worst of all ... it distracts from driving so I'm hoping at one point I can switch it off and just follow the lights XD

One of the F# keys does this. Just target the stage flag and then kill the craft markers. 

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Test drive, made it to the first marker. Also made a few alterations to bring the car down around 4 tons. Spun out once or twice and can remove a good 50 seconds or so if I start the timer after putting the crew in their seats. Super afraid I was going to run out of power considering I wasn't getting full sunlight in the morning (this is a high-noon sort of car) but clearly it eeked out just enough.

Electrics are pretty interesting in that you have to choose your terrain carefully to maximize the time you spend at higher speeds, figuring out how best to approach slopes.

8UQhTRN.png

 

E: Bah, bad driving on the way to the second marker and I actually flipped it, hit a crook in the terrain coming down a hill, bounced hard. Still, I think this thing has some promise and it drives very well.

ZVFDfps.png

Edited by regex
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5 minutes ago, regex said:

Lol

Who runs Barter Town?!

As an aside: It seems it reset my mission timer when Bill dismounted to refuel at the stage 4 terminus. I'm thoroughly surprised I made 22 mins in that madness, as my jeep tops out at about 50 on flat ground. Maybe I killed Val? Haha. 

Edited by DrunkenKerbalnaut
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This is a very deceptive rally. I have completely busted my car twice on the second leg and it's a simple bone-stock electric; route choice is crucial if you want to maintain speed and safety. Well done @Triop, this is going to be some good fun.

Also, props to @Azimech for showing me the way, I ditched both reaction wheels and the probe core, no need for SAS or other aids, it's all about the driving skills.

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18 minutes ago, DrunkenKerbalnaut said:

Is "the way" a trade secret, @Azimech? I, too, would like to kick my SAS dependency.  Or are we just talking about a general stoicism?

 

Trade secret ... I don't know. Always loved racing and flight sims from when I was a small kid. I like to "feel" what the car is doing, SAS can give you the impression you've got a good car while in reality something(s) could be improved. SAS can be used to force the car into understeer or oversteer and both cost speed and you never really learn how to setup your suspension, brake balance, friction settings and CoM properly. And I haven't even touched camber/caster/toe settings yet (although with those you're talking degrees or tenths of degrees and the vanilla editor is very imprecise).

So in my opinion it takes away part of the fun. Learning how to correct oversteer or how to push your car into a drift are both lots of fun ... Oversteer costs speed ... but sometimes you can be amazingly quick with it. Or it can save you. Your car is racing towards a cliff and you don't have enough stopping power? Flip it sideways or even do a 180 and give full throttle (KSP only :-P )

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It's kind of a point of pride for me, but it also serves two purposes:

1. Reduce electrical load so I have more running time during the day. Also reduced mass enough for a fifth solar panel. Since I have drivers there's no need for a probe core anyway.

2. Learn me how to tune in KSP. Friction settings have already been useful and I think softening the suspension will prevent the bounce that flipped the car.

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