Frafor Posted February 11, 2014 Share Posted February 11, 2014 Also, Frafor, how do you measure the drag coefficient? I get no readings from FAR from the rover itself. Does it show up in the SPH?In the SPH open the FAR Editor Analysis. In the static tab change the value of "Upper" to 0.5 or something like that and press the button "Sweep Mach". The red line is the drag coefficient. Other way is placing a probe core on the car and launch it. In the FAR Window open "Flight Data", the drag coefficient is the one that says "Cd" Link to comment Share on other sites More sharing options...
DisarmingBaton5 Posted February 11, 2014 Share Posted February 11, 2014 Most of these shots are in the editor; I was short on time. Here it is anyway:BRT-C02!Changes made:-Most I-Beams changed to cubic octagonal struts-RCS tank moved slightly downward and backward-Tires now on lighter axles/pylons-More struts-I-Beam behind driver removed-Wings altered to allow lower downforce-Mass reduction .77t-CoM lowered-RTG removed, batteries introduced...and a few other things, generally to reduce mass. It is not nearly as safe in a crash, though it will still survive nearly everything.Also, an interesting bug: Link to comment Share on other sites More sharing options...
GROOV3ST3R Posted February 12, 2014 Share Posted February 12, 2014 Haha xD Looks like I have unwittingly opened doors to superlight space frame design. Cars will never be the same again ^^ It doesn't need to bounce off every wall and obstacle without any damage anyway - if you DO crash, I'm pretty sure you will want to restart your lap so it doesn't matter that your craft has disintegrated as long as the driver is kept safe.Also, that's an interesting bug there. Link to comment Share on other sites More sharing options...
Frafor Posted February 12, 2014 Share Posted February 12, 2014 Are cameras (like the ones from the Hullcam VDS mod) allowed? I'm asking because its easier to drive the car from the cockpit than from the third person view. Link to comment Share on other sites More sharing options...
NQMT Posted February 12, 2014 Author Share Posted February 12, 2014 Camera mods are fine. They don't give you an advantage, so I see no problem. Go for it Link to comment Share on other sites More sharing options...
randomness5555 Posted February 12, 2014 Share Posted February 12, 2014 Just a quick thought-How many laps are the races going to have? Will it vary per race, or be the same? Also, can we refill our RCS tanks between races? Link to comment Share on other sites More sharing options...
NQMT Posted February 12, 2014 Author Share Posted February 12, 2014 (edited) Races are 1 timed lap, from a standing start.Quick edit: next season there will be a cap on Cubic Octagonal Struts, a maximum of 10 will be allowed. Use them wisely.Yet another edit: No cap on RCS this season, next season will be 15 units.Refill / empty as much as you need to between each race. Edited February 12, 2014 by Kyrian Link to comment Share on other sites More sharing options...
NQMT Posted February 12, 2014 Author Share Posted February 12, 2014 (edited) Race One is now closed!NeoX Grand PrixThis track was designed by NeoX who was a big part in the last Formula K competition.TIMES:1st: GROOV3ST3R - 1:28 (5pts)2nd: Frafor - 1:31 (3pts)3rd: donfede - 1:31 (2pts)4th: Kyrian - 1:36 (1pt)5th: Blaze 9X - 1:466th: CaptainGiblets - 1:507th: DisarmingBaton5 - 1:568th: randomness5555 - 2:00NOTE: Although Frafor's and donfede's times are identical, since Frafor was the first of the two to set that time, Frafor is given 2nd. donfede, if you do not agree with this decision, either PM me and I'll explain more, or simply set a new, quicker time.Championship standings:1st: GROOV3ST3R - 5pts2nd: Frafor - 3pts3rd: donfede - 2pts4th: Kyrian - 1pt5th: Blaze 9X - 0pts6th: CaptainGiblets - 0pts7th: DisarmingBaton5 - 0pts8th: randomness5555 - 0pts Edited February 22, 2014 by Kyrian Link to comment Share on other sites More sharing options...
randomness5555 Posted February 12, 2014 Share Posted February 12, 2014 Okay, though I had to put up with many crashes (both of the car and the game) I eventually finished a lap. Start line-Time of 39 secsFinish line-Time of 2.39 minsFinal time=Two minuites dead.Proof of routeAnd the *Small* mishap after the finish line where Bob wasn't able to brake in time. Eh, he seems fine. Link to comment Share on other sites More sharing options...
GROOV3ST3R Posted February 12, 2014 Share Posted February 12, 2014 (edited) Welp, the cap on cubic struts will pretty much kill the ability to make light and low-drag race cars. Might be interesting to see how that pans out later. Edited February 12, 2014 by GROOV3ST3R Link to comment Share on other sites More sharing options...
randomness5555 Posted February 12, 2014 Share Posted February 12, 2014 Eh, mine uses 8 so i'm fine for now anyway. Anyone else got a time for the first race yet? Link to comment Share on other sites More sharing options...
GROOV3ST3R Posted February 12, 2014 Share Posted February 12, 2014 (edited) Okay, I gave it a shot ^^ Here are my results:NeoX GP - Time: 1:343:30 - 5:04Starting at MET 3:30Finishing at MET 5:04Track record, 2m width:The little bump where I actually drove on 2 wheels Benchmark has been set. Let the competition commence ^^On the side: during the race, I managed to hit 30m/s:It might be possible to do more, if you risk it all on the Dish Hairpin corner - there's a bug with the road there, which will send your car up into the air if you aren't careful and will likely throw you off track if going too fast.Also, in order to actually steer past 28m/s, I had to use my action group for locking the rear wheel steering - otherwise all wheels turn in the same direction and you can only drive straight. Edited February 12, 2014 by GROOV3ST3R Link to comment Share on other sites More sharing options...
Frafor Posted February 12, 2014 Share Posted February 12, 2014 Am I the only one crashing against an invisible bump in the turn before the tracking station antenna? Once I manage to make a clean lap I will upload it. Link to comment Share on other sites More sharing options...
Blaze 9X Posted February 12, 2014 Share Posted February 12, 2014 So with many problems with persistent trails, forgetting to press f12 at the finish, and general ineptitude... I have finally finished after an hour and a half. I am still having issues with persistent trails. It draws the lines but wont save it :/. spent an hour trying to figure it out and tried reinstalling it several time. So on the picture of my path your going to have to look for a fine green line. I can't figure out what I am doing wrong...However here are my results:Start at 1:03end at 2:49 for a time of 1:46Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Blaze 9X Posted February 12, 2014 Share Posted February 12, 2014 Frafor- it felt like I hit a bump in the track several times. One of them was right before the tracking station. Link to comment Share on other sites More sharing options...
NQMT Posted February 12, 2014 Author Share Posted February 12, 2014 Welp, the cap on cubic struts will pretty much kill the ability to make light and low-drag race cars. Might be interesting to see how that pans out later.That's the point. The cap makes overly light, dragless cars difficult. It'll all come down to the designer.Also, I'm sticking with my original car. No point making a new one. Also, it nearly fits the Season 2 regs, so I'll post the regulations in 2 or 3 weeks and I'll change my car to fit them. Link to comment Share on other sites More sharing options...
GROOV3ST3R Posted February 12, 2014 Share Posted February 12, 2014 I hit that bump as well but managed to stay within the lines. Key is not to drive through it as straight as you can and correct your car once you hit it before it gets blown off course too much (or flipped). Link to comment Share on other sites More sharing options...
CaptainGiblets Posted February 12, 2014 Share Posted February 12, 2014 (edited) Final changes to the wing and I'm starting race 1. Also, due to a snowstorm in the south-east, I my not be around for race 2 Also, how do you get persistent trails to work, I open up the tab thing, but when I try to get a track, nothing happens Edited February 12, 2014 by CaptainGiblets Link to comment Share on other sites More sharing options...
GROOV3ST3R Posted February 12, 2014 Share Posted February 12, 2014 You need to press the Eye icon to turn the track on. If you want to record your own lap, then press ''New Track''. Then you can scroll down and simply edit the width of your trail. Link to comment Share on other sites More sharing options...
CaptainGiblets Posted February 13, 2014 Share Posted February 13, 2014 There isn't a eye button at all, in the little box thing there is any thing, at all, it looks like this Link to comment Share on other sites More sharing options...
GROOV3ST3R Posted February 13, 2014 Share Posted February 13, 2014 0.0 something must have gone wrong with your package.You should have all track layouts preloaded. Did you install the KSP_win file or did you manually install all files?... Link to comment Share on other sites More sharing options...
CaptainGiblets Posted February 13, 2014 Share Posted February 13, 2014 Ksp win folder Link to comment Share on other sites More sharing options...
DisarmingBaton5 Posted February 13, 2014 Share Posted February 13, 2014 Kyrian, you say we are limited to 15 units of RCS next season. Does that mean 15 units per season, or does that mean 15 units per race per season? Link to comment Share on other sites More sharing options...
NQMT Posted February 13, 2014 Author Share Posted February 13, 2014 15 units per race. 15 units a season is absurd.Pretty much any measure I define will be every race. Wings can be reangled between races, wheel alignments, RCS etc. However I'm thinking of making a maximum of 3 chassis per driver next season, and standard-issue refuel trucks full of RCS might be a good idea.I'm short on ideas, so if anyone has suggestions to make the racing faster and closer, please say them here and I'll consider.- Kyrian Link to comment Share on other sites More sharing options...
donfede Posted February 13, 2014 Share Posted February 13, 2014 Great designs and races all. Pity I'm late to join, but it's fun checking this out regardless and motivation to be ready for the next season....I'm short on ideas, so if anyone has suggestions to make the racing faster and closer, please say them here and I'll consider....I've read a good bit of the thread, but not all. Has KMP come up as a possible way to compete? Mods would be dropped, but less necessary with all players present (and maybe a ref). Part count would likely be an issue (or another design challenge).keep up the good posts,kdonfede--"Adding K to every word..." Link to comment Share on other sites More sharing options...
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