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KSC Time Trial Chalenge


mpink

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Rules

You must start on the runway and become airborne as soon as you can to trigger the flight timer (dropping from a tower at the start should do this).

You must pass under the walkway in the R&D department.

You must do 1 circle of the VAB.

Your time is taken when you safely land a kerbal on the Helipad on top of the VAB and stop moving (Just the kerbal i dont care about the craft).

You must list any plugins that you use.

Leader-board

2:27 - MPink

Im sure iv seen one or two race type challenges before but im considering making a little racing mod and thought this would be a good tester as to peoples interest.

My Entry

I was using the Im a Cupcake Wannabe plugin.

Landed and stopped at 2:27 on the flight clock. Im not superhuman the video is played back at 3X speed and still isnt in true game time. My poor old abused computer :)

I look forward to seeing your attempts. Dont be afraid to post failures as almost making it can be very inspiring too.

I know this time can be smashed with not to much effort but doing it on film is a different matter :wink:

Good luck, have fun, and please put an ejection system on your craft !

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Also, racing mod sounds awesome. I recommend making a start and finish line, a combo start-finish line that can set multiple laps, a restart button that uses the quicksave functionality, an auto-screenshot function that take screens at checkpoints....

Also, the start line, finish line, and checkpoints should be dynamically controllable boxes that if you enter, it counts.

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What if I make kOS do it for me?

LOL why not. I think it would probably be harder to script than to fly.

Id still give you a run for you money.

Hmm... I wonder if I can do this with a sportscar and an ejector seat!

Now that would be cool and id love to see it.

You have me thinking now..... You would need to be a very good shot with that seat but maybe just maybe it could be done predictably. Its defiantly a jeb style of getting to the VAB.

Not sure about making tight turns though but brakes would help a lot.

The current course is very flexible and dose not force you to do anything in an order just to achieve the 2 tasks before landing/crashing into the pad.

The circle should be done below VAB roof height but is very flexible.

My Thoughts on a mod are to make a gate command pod.

You could then move a constructed gate into a position and set it in place with a lock button.

Adding multiple gates would make the course and the lock could fix the gate in place off the ground.

Passing through a gate could trigger a screen shot or 3 and a change of target to the next gate.

Hummmmm a Restart system is a good call.

I was planning on using the game clock and just spawning your craft in the center of the 1st gate.

That way you would just revert to spawn and start again but i see that could be problematic if im not very very careful with the spawn position.

Its just thoughts at the mo but it sounds like it should be easy.

Iv got sketchy memories of a 2d rocket game in my youth. There were a few versions of it going around and 1 had multiplayer gate racing system.

I suspect it would be a shed load harder in 3d but probably just a matter of practice.

Im trying to think of places / features that would make good tracks. Id bet there are some good mountain canyons on kerbal and theres some cool spots on the moon too.

LoL canyon moon racing might look a bit like a deathstart trench run. Any thoughts about places to checkout for making tracks would be great too.

The most frightening thought is what Orbital Racing would look like. Trying to thread the needle doing like 2000M/S.

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