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Mission idea: Kerbal Dakar 2017


Triop

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Just now, foamyesque said:

This looks real interesting. I have a couple of questions that I suspect may have already been asked (sorry if so, but this thread's quite long and hard to find stuff):

 

1. Do the marked paths need to be followed exactly, or are detours acceptable (e.g. going around a cliff instead of over it)?

2. This is presumably a ground-nav challenge. How much airtime is acceptable (i.e. if launched off a hilltop)?

1. No, but I think that the routes drawn are probably the fastest.

2. I think that as long as you don't have "Controlled Flight" (i.e. Using flaps to nose up and gain altitude like a plane) I think you can have as much airtime as you want.

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To commemorate the occasion, I made some terrible "art."  (slapped together two images from Google)

g6iSSDg.png

I wanted to find a good picture of a monkey holding a spanner/wrench... but I think the gun is more appropriate in this case. :P

Sorry Monkey, I'll behave...

Edited by Slam_Jones
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3 hours ago, Triop said:

Also, why do some of you need markers ?

I zoom out to see where to go and after testrunning the stages 6 times or so I know my way around now.

Need markers because....going too fast to look at the map! :wink: It's only for S5 that I really need them, trying to stay at around 90-100m/s on that stage so needs to be the flattest possible path (or at least without jumps that end in an unpleasant up section).

 

2 hours ago, Triop said:

You are right, I didn't expect this level of response.

In fact, it started out as a mission idea as the title still says.

It's just the things some people come up with, it amazes me.

Sometimes good, sometimes bad.

Sounds like you're suffering classic designer vs end-user woe! (sorry for my part in that!)
But it just goes to show that you've come up with a great idea!
 

1 hour ago, DarkOwl57 said:

What mod do you use to put that on the car?

I'm using the NEBULA decals mod. It's an old mod, but it still works (and adding the decals doesn't add any drag, just a tiny bit of weight).
Edit - link to mod

Edited by katateochi
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2 minutes ago, katateochi said:

Need markers because....going too fast to look at the map! :wink: It's only for S5 that I really need them, trying to stay at around 90-100m/s on that stage so needs to be the flattest possible path (or at least without jumps that end in an unpleasant up section).

 

Sounds like you're suffering classic designer vs end-user woe! (sorry for my part in that!)
But it just goes to show that you've come up with a great idea!
 

I'm using the NEBULA decals mod. It's an old mod, but it still works (and adding the decals doesn't add any drag, just a tiny bit of weight).

k; thanks. How did you get the flags to be custom?

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1 hour ago, foamyesque said:

This looks real interesting. I have a couple of questions that I suspect may have already been asked (sorry if so, but this thread's quite long and hard to find stuff):

 

1. Do the marked paths need to be followed exactly, or are detours acceptable (e.g. going around a cliff instead of over it)?

2. This is presumably a ground-nav challenge. How much airtime is acceptable (i.e. if launched off a hilltop)?

Welcome, sorry for the mess on this thread, I would have swepped the floor but I'm not a moderator. :lol:

1. You race from flag to flag, the route you choose is free. A rest can be taken between stages.

2. Well, if you have the feeling you are flying you probably are...

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6 minutes ago, DarkOwl57 said:

k; thanks. How did you get the flags to be custom?

Photoshop (or preferred editor) your flag/decal (NEBULA supports a set of different sizes, best to check the flags it comes with to see the sizes). Then put the flag in the textures folder in NEBULA, and then (the slightly fiddly part), open up the config*.cfg file for the corresponding decal size you want your flag to be available on and add the filename (without extension), to the list of textures in there. (more detailed instructions on the mod page).

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Just now, foamyesque said:

@Triop: Well it's just that once you get up past 80-90m/s, even with downforce on, any hilltop worth the name will put you into the air. And sometimes it takes awhile for them to come back down :v

Then don't go faster then 90 m/s before a jump.

Formula 1 cars use spoilers for downforce, if they didn't they would fly to. ^_^

I don't think even Max Verstappen would go faster then 90 m/s before a jump in your car...:blink:

:lol:

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8 minutes ago, foamyesque said:

@Triop: Well it's just that once you get up past 80-90m/s, even with downforce on, any hilltop worth the name will put you into the air. And sometimes it takes awhile for them to come back down :v

I think (others correct me if wrong) jumping is fine, but a jump starts being considered flying if you continue to use any form of propulsion (ie jet/rocket/etc) whilst airborne.  

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5 minutes ago, foamyesque said:

@Triop: Well it's just that once you get up past 80-90m/s, even with downforce on, any hilltop worth the name will put you into the air. And sometimes it takes awhile for them to come back down :v

 

1 minute ago, katateochi said:

I think (others correct me if wrong) jumping is fine, but a jump starts being considered flying if you continue to use any form of propulsion (ie jet/rocket/etc) whilst airborne.  

If you are using jet engines and you become airborne then your engines cannot be providing thrust whilst in the air. With that being said, it was agreed that if you're just off the ground from a bump then there is no issue ... it is when you're blatantly barreling through the air with your jets running

It has also been allowed for boost flap technology that @Azimech came up with ... Boost flaps are control surfaces that are set up so that when you deploy them they block the thrust of Juno's (Read through the thread a little and you'll find it)

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7 minutes ago, DoctorDavinci said:

With that being said, it was agreed that if you're just off the ground from a bump then there is no issue ... it is when you're blatantly barreling through the air with your jets running

yes, good clarification point. On those small jumps (hops) there's often not enough time for boost flaps to respond!

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I see it like this, if I was a car designer I would like to have my 4 wheels on the ground all the time, priority would be safety.

But since we are all guilty of killing Kerbals in our deadly contraptions I suppose it's all fine.

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29 minutes ago, DoctorDavinci said:

 

If you are using jet engines and you become airborne then your engines cannot be providing thrust whilst in the air. With that being said, it was agreed that if you're just off the ground from a bump then there is no issue ... it is when you're blatantly barreling through the air with your jets running

It has also been allowed for boost flap technology that @Azimech came up with ... Boost flaps are control surfaces that are set up so that when you deploy them they block the thrust of Juno's (Read through the thread a little and you'll find it)

 

I hadn't thought of exhaust blocking. Otherwise the jet spooldowns wouldn't be way too slow to respond except on the very longest of long jumps.


EDIT: Junos are for chumps though. :v

 

56 minutes ago, Triop said:

Then don't go faster then 90 m/s before a jump.

Formula 1 cars use spoilers for downforce, if they didn't they would fly to. ^_^

I don't think even Max Verstappen would go faster then 90 m/s before a jump in your car...:blink:

:lol:

Heh. You can actually work out mathematically the sharpest circle you can crest and still keep ground contact, and the trouble is, the crests of the hills around KSC need massive amounts of it :v

Edited by foamyesque
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2 minutes ago, foamyesque said:

 

I hadn't thought of exhaust blocking. Otherwise the jet spooldowns wouldn't be way too slow to respond except on the very longest of long jumps.

 

Heh. You can actually work out mathematically the sharpest circle you can crest and still keep ground contact, and the trouble is, the crests of the hills around KSC need massive amounts of it :v

Can you show us your machine ?

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Just now, Triop said:

Can you show us your machine ?

I haven't built one specific to this challenge, yet. I've been poking at the El Cano ground circumnavigation one for a while, and I've tested out various concepts for high speed travel. because I'm an impatient person. I kept circling back to a Panther-powered large jet rover, for the ability to kick on afterburners for slope climbing and its TVC for steering, and landing gear as the only wheels that can survive heavy shocks and also be able to reduce water drag.

Since there's no water on this course I may try other approaches.

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5 minutes ago, foamyesque said:

Otherwise the jet spooldowns wouldn't be way too slow to respond except on the very longest of long jumps.

One idea that was suggested for emergency instant cut off was to toggle the air-intakes closed.  Gives you quick shutdown of jets, but the downside is you've then got a long spoolup. 

7 minutes ago, foamyesque said:

Junos are for chumps though. :v

I guess I'm a triple chump then :wink:  
 

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3 minutes ago, foamyesque said:

I haven't built one specific to this challenge, yet. I've been poking at the El Cano ground circumnavigation one for a while, and I've tested out various concepts for high speed travel. because I'm an impatient person. I kept circling back to a Panther-powered large jet rover, for the ability to kick on afterburners for slope climbing and its TVC for steering, and landing gear as the only wheels that can survive heavy shocks and also be able to reduce water drag.

Since there's no water on this course I may try other approaches.

Yep, no splashes here.

giphy.gif

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1 Juno at full spool is right at 20kn.

This is more than enough to push a 2 ton rover fast enough for takeoff if you accidentally angled a structural plate the wrong way. Maybe not as fast as a panther-powered Elcano rig (I have a wheesley prototype), but certainly enough GO for the Kerbal Dakar. 

Feel free to ignore this, but you may be over-building here. 

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