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Conte_Vincero's Kerbal Racing Challenge


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Hello and Greetings, this is a challenge to test you rover builders out there. I have set up a race course around the KSP runway, and your job is to design and race rovers/cars around it

Rules

1. Only Stock. No mods allowed

2. All cars must be manned

3. To submit please post screenshots of your car about to start, and another of your car crossing the white line at the end of the runway with the UTC clock visible. You can access the UTC clock by pressing Alt + F12 and then selecting Debug stats (see video)

4. In the event of suspected cheating, you will be asked to upload your .Craft file for inspection. Your result will not be ratified until this inspection is complete.

That's it. Watch this video for more information, and let me know if you have any questions. Otherwise, I look forward to seeing your designs.

The save:

https://www.dropbox.com/sh/qsfssuxc9c6o9q6/TONuN1StSu

LEADERBOARD

1. Conte Vincero (Fury) 3:05:98

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Edited by Conte_Vincero
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What version of KSP is that save? I'm on 19.1 and it tells me the save is incompatible.

It's 0.19.1.54, I transfered it to steam, but I don't think that should make a difference. Are you copying the quicksave and the persistance file across into a new save?

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Conte_Vincero, try making the persistent.sfs into a scenario file (maybe with a banner too), take a look at the in-game scenario files to see how it works, it's really simple :)

Also make sure it does work on 0.19.1!

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It's 0.19.1.54, I transfered it to steam, but I don't think that should make a difference. Are you copying the quicksave and the persistance file across into a new save?

I'm also on 19.1.54. The first time around, I copied the entire save file in as a new save, it rejected it. I tried copying in quicksave and persistence to an existing save, and that worked fine. Weird.

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I was really looking forward to a race challenge but the game really makes it super hard to do.

The cones are way to close to achieve any speed between them and some of my earlier cars doesn't actually even fit through them. So the design was created to fit everywhere.

JnlGH77l.png

RACE07 Rapid acceleration and braking 2s to 200km/h. Great turning ability: up to 5g turns at over 200km/h just like formula 1 car.

But the track disintegrates as i go with everything tuned down and no background programs going. The physics time ratio sits at around 0.8 with delta set to 0.03. The cones just fall to the ground before i can even reach them.

That reminds me about launchpad "improvements" in recent patch that made it impossible to drive fast around due to cables. And i was setting up such a nice challenge for faster cars using buildings as cones... oh well T_T.

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Yes, the cones are a bit close together. I had considered moving them further apart, but after I bit of practise I was able to get through them fairly easy, and I wanted tight corners to make sure that your brakes had a decent test. However I'm now having problems with my second generation designs, so I will expand them. Also It's odd that you are reporting cone problems. I haven't had any at all.

Also I like your car, I had intended to outlaw all probe cores, so as to force people to use cockpits. However I didn't make that clear in the rules, so if you set a legal time, I'll allow it. However if I get a few more results in I may separate the RC cars from the rest.

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Yes, the cones are a bit close together. I had considered moving them further apart, but after I bit of practise I was able to get through them fairly easy, and I wanted tight corners to make sure that your brakes had a decent test. However I'm now having problems with my second generation designs, so I will expand them. Also It's odd that you are reporting cone problems. I haven't had any at all.

Also I like your car, I had intended to outlaw all probe cores, so as to force people to use cockpits. However I didn't make that clear in the rules, so if you set a legal time, I'll allow it. However if I get a few more results in I may separate the RC cars from the rest.

It would be nice to restrict designs to manned pods/cockpits. Until we get proper seats in 0.20

And just to make it clear, my PC is quite old but not that slow (at least i hope so :P)( i have Core2Duo OC'd to 3,3 GHz 4gb DD2 (OC'd as well) and a GTS 450)

And since many people play on laptops and whatnot, i think my specs are comparable to what most goes with. So scaling down on the parts/ladder/lights would be nice.

The problem with falling to the ground is probably magnified by the use of small landing legs as they are prone to glitches when under loads and clipping. (clipping occurs when the cones get close enough for the game to update the position i think, and so the leg base gets glitched underground and the whole thing looses support and collapses.

Hope to be able to drive your next designs :), good luck!

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It would be nice to restrict designs to manned pods/cockpits. Until we get proper seats in 0.20

And just to make it clear, my PC is quite old but not that slow (at least i hope so :P)( i have Core2Duo OC'd to 3,3 GHz 4gb DD2 (OC'd as well) and a GTS 450)

And since many people play on laptops and whatnot, i think my specs are comparable to what most goes with. So scaling down on the parts/ladder/lights would be nice.

The problem with falling to the ground is probably magnified by the use of small landing legs as they are prone to glitches when under loads and clipping. (clipping occurs when the cones get close enough for the game to update the position i think, and so the leg base gets glitched underground and the whole thing looses support and collapses.

Hope to be able to drive your next designs :), good luck!

Right, so I won't have enough time to get the improved track up before friday, but! I have come up with an improved cone design that should be more stable, and not use landing legs. Some massive persistance file editing will happen between now and then.

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