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The Kerbal Dakar 2017 entry vehicles thread


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Owl Aircraft Race Team (OART), a prize-winning team in the KSCRC, now takes their talent out to the track, with a new car, a new crew, and new technology. The first ever Dakar Rally is not to be underestimated, and the team is prepared for all the mountains can throw at them.

Car: OART Rally II

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17 hours ago, DoctorDavinci said:

@SpannerMonkey(smce) - I love the brain bucket but how do I use it?

You need KIS as mentioned, open the craft seat inventory, right click, and drag the helmet from the menu into any one of the slots,  make sure you have a cmd seat as an option as it will not work in stock IVA,  launch craft,  disembark kerbal and open inventory, select helmet and the equip button will place it firmly on the kerbs noggin, re embark craft and drive like a maniac :)

PS just updated the race decals to the new race flag/decal so redownload the SM Racing modlet if you want it, will auto switch to new version on load, no need to replace decals flags tec

Edited by SpannerMonkey(smce)
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29 minutes ago, SpannerMonkey(smce) said:

You need KIS as mentioned, open the craft seat inventory, right click, and drag the helmet from the menu into any one of the slots,  make sure you have a cmd seat as an option as it will not work in stock IVA,  launch craft,  disembark kerbal and open inventory, select helmet and the equip button will place it firmly on the kerbs noggin, re embark craft and drive like a maniac :)

 

I was doing it the hard way by putting a container on my buggies that is attached by a decoupler and editing the helmet config so it would show up under the utilities tab :confused:

On another note, made my own custom helmet skin ... now to figure out how to change the stock textures

 

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Just now, DoctorDavinci said:

I was doing it the hard way by putting a container on my buggies that is attached by a decoupler and editing the helmet config so it would show up under the utilities tab :confused:

On another note, made my own custom helmet skin ... now to figure out how to change the stock textures

 

simply open the default png texture, the red one,  in whatever you use, then paste your chosen skin into it, then re export under the same name, done

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3 minutes ago, DoctorDavinci said:

I was doing it the hard way by putting a container on my buggies that is attached by a decoupler and editing the helmet config so it would show up under the utilities tab :confused:

On another note, made my own custom helmet skin ... now to figure out how to change the stock textures

 

Stock textures of what? The helmet? Haven't gotten to that yet, but it looks like spanner is just using png. Just rename your texture to replace it. 

EDIT: ninja spanner. 

Edited by DrunkenKerbalnaut
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2 minutes ago, SpannerMonkey(smce) said:

simply open the default png texture, the red one,  in whatever you use, then paste your chosen skin into it, then re export under the same name, done

I did the helmet already, replacing the png ... what I meant was changing stock part textures (Mk0 Lf tank is dds)

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4 minutes ago, DoctorDavinci said:

what I meant was changing stock part textures (Mk0 Lf tank is dds)

exactly the same way but make sure you re export the dds as DXT3 or 5 , OR even better copy the texture switch module from the helmet to the part you want to texture  reference the texture path (as per the example) and you can have BOTH instead

Or even better use MM to put the module there, so no editing of stock files, always good inmy book.

Edited by SpannerMonkey(smce)
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just for fun i pulled them all out , every rover that has been tested and failed , turns out i can have a race all of my own, must get out the BTG.  Foreground is the version that will start on the 1st and the most rearward is mk1 , obviously this doesn't account for all the hundreds of minor tweaks.  Quite interesting to see how much bigger than mk1 the mk7 RKMK3 Dakar5YoY3 has become, and i didn't even notice, last job is to reduce the fuel down to the minimum i need to make the longest stage ,. might even remove a juno as i never run full on 4 anyway, that way lies certain destruction... Cheers ( ps @DoctorDavinci see stock intakes texture swapped as described earlier all via mm patch)

xExbfLr.png

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My first rover was turning out to be quite unstable, so I built a new one.

Originally intended as a rescue vehicle, and originally with 4 seats, the Rabbit RallyTruck now has 1 seat and a bunch of fuel.  It turns out to be MUCH more stable than the previous model, despite (or perhaps because of) being less heavy and powerful.

sZkm8ZD.jpg

ZBjwP5G.jpg

First sighting runs went well.  It made it from Start to Stage 1 without any incidents, although between 1 and 2 it lost a few roof-mounted lights.  Haven't proceeded further yet, but it looks like I can manage 50m/s smoothly, with some bursts of higher speed here and there. :)

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5 minutes ago, DrunkenKerbalnaut said:

I call her Roseanne Bar. A support vehicle candidate (Actually twice as fast as my jeep through stage 1).:

2p9HmFy.jpg

The Goliath should be your first choice when considering rover fuel efficiency. 

Now that is a beast ... Love it :)

One thing to be aware of though is that the Goliath has the same spooling issue as the Juno's ... Takes a bit for them to spool up as well as a bit to spool down

I think you will need boost flaps to counter this since if you throttle down to 0 when you become airborne you will still be getting thrust from the Goliath for a few moments while in the air

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Just now, DoctorDavinci said:

Now that is a beast ... Love it :)

One thing to be aware of though is that the Goliath has the same spooling issue as the Juno's ... Takes a bit for them to spool up as well as a bit to spool down

I think you will need boost flaps to counter this since if you throttle down to 0 when you become airborne you will still be getting thrust from the Goliath for a few moments while in the air

Oh definitely. Lots-o-lag. But I won't be competing with it. Just wanted to share how ridiculous it is, and really my surprise that it's a viable Dakar rover. It's job, either way, will be to use a metric F-ton of fuel to get a few liters to checkpoint 4. That's where my jeep will be at about 1/4 tank. :)  

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21 minutes ago, DoctorDavinci said:

Now that is a beast ... Love it :)

One thing to be aware of though is that the Goliath has the same spooling issue as the Juno's ... Takes a bit for them to spool up as well as a bit to spool down

I think you will need boost flaps to counter this since if you throttle down to 0 when you become airborne you will still be getting thrust from the Goliath for a few moments while in the air

Boost Flaps don't work with the two reversible engines.

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Just now, DrunkenKerbalnaut said:

Have you tried what we were talking about? The transform might be further back. 

It works differently, I'll show you.

 

MODULE
	{
		name = ModuleEnginesFX
		engineID = Cruise
		thrustVectorTransformName = thrustTransform
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 20
		heatProduction = 15
		useEngineResponseTime = True
		engineAccelerationSpeed = 1.12
		engineDecelerationSpeed = 1.5
		fxOffset = 0, 0, 0.74
		flameoutEffectName = flameout
		powerEffectName = running_thrust
		engageEffectName = engage
		disengageEffectName = disengage
		spoolEffectName = running_turbine
		engineSpoolIdle = 0.05
		engineSpoolTime = 2.0
		EngineType = Turbine
		exhaustDamageMultiplier = 4
		clampPropReceived = True

 

This is a segment of the Juno part.cfg. All engines have exhaustDamage = True

Except those other two.

By the way, ModuleEnginesFX is fascinatingly flexible and powerful. I've used it together with ModuleResourceConverter and ModuleAlternator to create simple electronics. You can even make a firehose out of it!

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