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The Kerb-ball Run: Driving From KSC to KSC2/Baikerbanur on Only Fuel Cells.


MattJL

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  On 11/15/2017 at 4:52 PM, DoctorDavinci said:

Well the rules didn't specify having to float across the water :o

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hhhhhhhhhmmmmmm...... IDEA!!! Just gotta make my thing have ore tanks, and I'll be set! I've got an all-purpose racer that can literally survive being dropped off the VAB and driving away to set lap records. Just gotta change up some stuff and I'll be ready to claim my place...

Quick question though; is KAS allowed? I want to connect my car to a refuel post

EDIT: Nevermind; I didn't read Time Trial Rules. I guess I could just run a couple bits on all EC and charge up through the next couple. This is fun strategizing!

Edited by DarkOwl57
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So this really sucks ... I went back to my save intending to continue my run but it appears that MJ doesn't like to load from a save file

I loaded up my save from last night, ready to continue ... lo and behold MJ will not appear for me to use the rover autopilot ... I guess this means a restart and I'll have to do a straight run as I'm all about recording KSP on video

So I'll prep everything and set up my schedule so I am able to babysit the whole run in one shot ... Gimme a day or so and I'll have something :wink:

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  On 11/16/2017 at 12:18 AM, DoctorDavinci said:

I loaded up my save from last night, ready to continue ... lo and behold MJ will not appear for me to use the rover autopilot ... I guess this means a restart and I'll have to do a straight run as I'm all about recording KSP on video

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I think you can just edit your save file and toss this in the command pod. I stole it from the MechJeb And Engineer For All mod.

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I find the Rover Autopilot burns a LOT more electricity than is necessary by matching the speed too aggressively. Half the time, wheels are oscillating between forward and reverse. It also can't seem to climb hills to save its life--It won't full throttle up a hill any more, even with wheel friction set to 5.0 and traction control off. I just upgraded from KSP 0.25 to 1.31, and it used to be great.

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Well, made 60 km and...

1) Blew out all my tires. Don't go past 180 km/hr downhill.

Note to all: make sure one of your team mates is an engineer. He/she can fix tires.

2) Went over a hill (Mountain actually) too fast, grabbed about 10 seconds of air time, lost two LF/O2 tanks and 4 fuel cells in the process (bad, but not massive). Deck separated from the frame (that's bad) and blew out all front tires.

3) My engineer fell off the front fender and died.

I will stiffen up things, make some modifications and try again tomorrow. Apart from myself driving like Bo and Luke Duke (aka dumb) the truck took everything like a champ. Solid 140 km/hr and did 60 km in around 40 minutes. Not too shabby for a 17 tonne truck.

Edited by GDJ
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2 hours and 10 minutes to reach the water crossing ... Looks like there's another 3 or so to go

The water crossing is next and will be slow going but once I'm across it is going to get interesting as there are a bunch of sand dunes in my way ... Lot's of places to grab some air, gonna get a little hairy :rolleyes:

You can find my Mission Report here (includes previous videos):

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So I totally miscalculated how much liquid fuel I would end up using on the water crossing ... 80 units or so, wasn't expecting that :rolleyes:

Anyways, made it across and should still be able to make it there (I hope) ... got a little hairy going over the dunes after crossing the water but the Dukes Jalopnik has stood up to the challenge (so far) ........

Ker-Ball Run Leg #4

 

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  On 11/19/2017 at 9:45 PM, DoctorDavinci said:

I did at first but raising the render up to good solved the issue for me

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I tried a bunch of combinations: High resolution, low resolution, somewhere in the middle, shaders on / off, surface effects, and the list goes on.

This is what happens:
Sinks into the ground

ais5TN6.png

Pops back up
23T3MMA.png

Blows up

SKWYrKE.png

And leaves a debris field at least a kilometre long.

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  On 11/20/2017 at 1:38 AM, GDJ said:

I tried a bunch of combinations: High resolution, low resolution, somewhere in the middle, shaders on / off, surface effects, and the list goes on.

This is what happens:
Sinks into the ground

ais5TN6.png

Pops back up
23T3MMA.png

Blows up

SKWYrKE.png

And leaves a debris field at least a kilometre long.

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I think that could be a mod interaction ... Send me your KSP.log from a game that this happens in and I'll take a look

In the meantime, here's a taste of somethin I've been working on .... Jet Car Racing in KSP :cool:

 

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  On 11/20/2017 at 1:43 AM, DoctorDavinci said:

I think that could be a mod interaction ... Send me your KSP.log from a game that this happens in and I'll take a look

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I had a quick glance at the log file. I think I know which mods are Fawking me up, but here's the dropbox link:

https://www.dropbox.com/s/ftt59hlpco6vyg8/KSP.log?dl=0

EDIT: For some reason this log file is 19 Mb in size. Massive for a text file. Look towards the bottom where "Really Big Truck" gets destroyed.

Edited by GDJ
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Just for giggles I dumped all my mods, built a stock vehicle and went to the same spot.
Same thing. It looks like a gap or fault in the planet itself, like a hole.

I'm going to grab a fresh download and try it again.

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  On 11/20/2017 at 4:04 AM, GDJ said:

Just for giggles I dumped all my mods, built a stock vehicle and went to the same spot.
Same thing. It looks like a gap or fault in the planet itself, like a hole.

I'm going to grab a fresh download and try it again.

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Well I hope your truck can make it ... Jeb is already there getting the panels ready for pickup and Val is already halfway there to pick him up :wink:

So here we go again ... Lost the Juno early in the beginning of this part of the run but I don't need it anymore and it took a bit of weight off

Looks like I just might make it the whole way there ... Probably another 2 or 3 hours left until I make it to KSC2

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Please give an upvote so the devs might pay more attention to the terrain problem.

https://bugs.kerbalspaceprogram.com/issues/16141

  On 11/21/2017 at 4:05 AM, GDJ said:

Well, downloading and installing a fresh game didn't help. The fractures/holes are still there. So I planted flags where I find them.

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Can I have a copy of your save? I'm curious to know if they change location or not.

 

 

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  On 11/21/2017 at 8:06 PM, Azimech said:

Please give an upvote so the devs might pay more attention to the terrain problem.

https://bugs.kerbalspaceprogram.com/issues/16141

Can I have a copy of your save? I'm curious to know if they change location or not.

 

 

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Yep, and yes. I'll have to do it later tonight when I have some free time.

My "holes" don't seem to change location, but I have found 3 so far:

10 km from KSC, heading 315
8 km from KSC, heading 323
60 km from KSC, heading 310

Also mass of the rover doesn't influence the holes either (as in they are there, period). I walked a Kerbonaut inside the holes until it reached a fissure then it poofed (dead).


EDIT: Found another one right beside the Runway! This image was taken while looking UPWARDS towards the KSC.

Fx1zruz.png

Edited by GDJ
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