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Kerbal Automotive Company


Shna_na

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This challenge is not as much of a challenge as it is a display. It's essentially a community project in which you all create a land vehicle that looks somewhat like a life-like vehicle and post them here. For example, you may wish to build:

  • A truck
  • A car
  • A bike (how?)
  • An off-road vehicle (technically they all are, but by this I mean one that somewhat resembles a 4x4 or quad-bike)
  • A mobile home
  • A snowmobile
  • A construction vehicle (bulldozer, one of those big things that carry debris in the back of them, etc.)
  • A limousine
  • Etc!

Examples will be added as people make them. These "community vehicles" will be added to the list alongside the name of the creator.

So what's the purpose of all this? Well, quite simply, I thought it would be nice to have a challenge in which the community work together as a whole rather than in competition. The best way to do this is through the construction of something that has no functional benefit and is crafted for aesthetic purposes. For this reason, there will be no competition of any sort here. No land speed records, no distance records, no strongest tower award, nothing. Just a bunch of great people making fantastic vehicles. You are in no way limited to creating only the vehicles that are listed above, and are even encouraged to come up with your own unique ideas. As with all things good, there are rules:

  1. No flight. Flight, in this case, is defined as leaving the ground for a prolonged period of time. Jumping is allowed, but gliding and powered flight are not. Which leads me onto rule 2:

  2. No propulsion. These vehicles must be safe for public kerbal use, and therefore must only be electrically powered. Ion engines also apply as propulsion here. The only way that these crafts can move is by electrical wheels. Exceptional circumstances can overthrow this rule, but they must be for very good reasons. Engines are fine to use, provided that they can't actually generate any thrust (must have no fuel/be disconnected from fuel).
  3. Stock parts only. Mods can be used provided that the craft itself is entirely stock parts. Things like Kerbal Engineer or Kerbal Alarm Clock are acceptable, as are any that will ensure that the craft can be reconstructed/downloaded and used by all. This is, after all, a community project - and what's the point in claiming it to be one if not everyone can use everything?

  4. Powered by RTGs. Solar panels can be used alongside this, but the craft must be able to travel at night. The only way to guarantee this is with sufficient RTGs.
  5. Part-clipping is allowed. But don't get too excited - this can be used for aesthetic purposes only. Using it to get RTGs inside RTGs or battery packs inside battery packs is abuse, plain and simple. To clarify: part clipping cannot be used on any parts that store or generate resources, all other parts are acceptable though. Despite this being a rule, you are not obliged to use it.
  6. The craft must prioritise aesthetics over functionality. The only functional requirements for the craft have been stated in the above rules.
  7. Screenshots are mandatory. You may post a reply in this thread without a screenshot, but if you have a craft that was created for this challenge then you must show us. Please, it's a community project.
  8. Generously apply common sense. If your craft does not look sufficiently automotive-esque then it will be disregarded as invalid. This is, after all, a challenge.
  9. Payloads are acceptable. If you see an opportunity to create a payload for your craft or someone else's, please do so. It will be moderated in the same way that all other submissions are and is just as much of a contribution as a vehicle.
  10. Players can submit multiple entries. You are not limited to one entry. A fair-use policy obviously applies here, don't post a ridiculous number of entries in a short space of time. Give others a chance, over-posting will result in instant rejection. If you update a craft, simply edit a previous post unless it is a significant change. It can then be regarded as a separate craft and therefore a separate entry.
  11. Rejection is not failure. Sure, one of your submissions didn't make it. So what? What's stopping you from making another? Do it, go ahead and improve your design.
  12. Design features may be imitated. Adapting or using an idea that closely resembles that of another player's vehicle is absolutely acceptable, there's no copyright here! If you do "re-cycle" another player's ideas, please give them credit and explain which part is similar.
  13. Constructive criticism only. Stay friendly, we want no arguments here. We should be a tightly woven community, not competing companies. If you would like to criticise another user's craft then please do so in a friendly and constructive manner. Tell them how they can make it better and what's good about it rather than bluntly saying that you don't like it. If you don't like it but don't know why, don't say it unless you're sensitive about it. Let them know that you can't quite put your finger on it. Let other players down gently and keep their spirits up - the more people making crafts the better!

​I think that's about all for rules. I may update the post and add more. If your craft no longer applies to the rules after an update then it is suggested that you change it. Please post your craft(s) in a reply with a screenshot (or album). If you wish for your craft to be downloadable, please feel free to upload it to SpacePort and put a link to your craft in the reply.

Note that this is still a challenge, and the rules should be adhered to in all submissions. If a craft does not sufficiently meet the rules or raises queries about the current guidelines then it may be denied. As the original poster, I have the final word in all decisions regarding the validity of a submission. You may plead against my decision but if you are persistently disregarding my verdict, action will be taken.

Edited by Shna_na
General fixes.
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No offense, but I think this belongs in General KSP Discussion, but I'm not a mod

None taken. Are you sure? It's kind of a challenge. I was unsure of where to put it but I think it's laid out kind of like a challenge, with the restrictions and whatnot.

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None taken. Are you sure? It's kind of a challenge. I was unsure of where to put it but I think it's laid out kind of like a challenge, with the restrictions and whatnot.

I think it looks like a challenge, and an interesting one at that. I unfortunately will not be submitting anything because I suck at making ground vehicles and I have so many mods I couldnt begin to guess what isnt stock in my ultility folder anymore.

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I think it looks like a challenge, and an interesting one at that. I unfortunately will not be submitting anything because I suck at making ground vehicles and I have so many mods I couldnt begin to guess what isnt stock in my ultility folder anymore.

I see your mods list there... Wow. Fully understood :P thanks though. I suppose you could try to make something and post it here. I'll let you know if it's stock and if it's good enough (chances are it'll be accepted). Might make an exception depending on how many of the mods are used in it, provided that we can identify which were used and link them into the submission.

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Here are some of the workhorses around my 'yard'; a Semi Tractor, and two trailers. (a Flatbed and a Tanker) Trailers are their own craft and can be coupled and decoupled from the tractor to be moved around.

With Flatbed:

screenshot38.png

Uncoupled:

screenshot39.png

With Tanker:

screenshot41.png

Uncoupled:

screenshot42.png

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Here are some of the workhorses around my 'yard'; a Semi Tractor, and two trailers. (a Flatbed and a Tanker) Trailers are their own craft and can be coupled and decoupled from the tractor to be moved around.

With Flatbed:

http://i234.photobucket.com/albums/ee229/Sir_Joab/screenshot38.png

Uncoupled:

http://i234.photobucket.com/albums/ee229/Sir_Joab/screenshot39.png

With Tanker:

http://i234.photobucket.com/albums/ee229/Sir_Joab/screenshot41.png

Uncoupled:

http://i234.photobucket.com/albums/ee229/Sir_Joab/screenshot42.png

Wow, they're great. I'd say they pass (the "no propulsion" rule doesn't include fuel or fuel tanks, only actual propulsion). Think you could tweak it slightly so a Kerbal or two can fit into the semi? Not necessary, but advised. It seems like a plausible thing.

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Would you consider adding a "Modified" class. I've only ever had one "almost" stock car, and even that had double sized wheels and a rotatron for front axle articulation. It was a very capable off-roader though. If I made it again I'd want to use the RollKage wheels and probably P-Wing for the body shape it would allow.

Edit - Uses an Infernal Robotics Suspensatron and rover wheel with "rescaleFactor=2".

Edited by Darren9
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Would you consider adding a "Modified" class. I've only ever had one "almost" stock car, and even that had double sized wheels and a rotatron for front axle articulation. It was a very capable off-roader though. If I made it again I'd want to use the RollKage wheels and probably P-Wing for the body shape it would allow.

I like it... Do you think you could re-make it as 100% stock? It looks entirely stock with the exception of the axle. I know this would change its functionality but... Please? I'll accept it as part of the "modified class", but you'll need to add a link to the mods in that submission (just edit it into the post). I'd also like a link to the music, if that isn't too much trouble. Please?

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Ok, I had to remove a couple of body panels so they could get in... without crawling over the hood... :)

Nicely done! I'd suggest now making a boat that can fit on the flatbed, if you want to. Not needed, again, but it would give it more of a purpose. If you don't want to do it, I will :P. If that's the case, however, I'll need a link to a SpacePort post with the flatbed and semi as a download.

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I like it... Do you think you could re-make it as 100% stock? It looks entirely stock with the exception of the axle. I know this would change its functionality but... Please? I'll accept it as part of the "modified class", but you'll need to add a link to the mods in that submission (just edit it into the post). I'd also like a link to the music, if that isn't too much trouble. Please?
The music is
, outstanding track :) The looks of that buggy fall apart with all stock though, there aren't any stock wheels that are the correct size to match that body. I'll have a go at something similar though.
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but..... what about hypercars that have exhaust temperatures of 1000 C and burn a liter of gasoline every 6 seconds at full speed? Surely kicking 2 kg per second of burnt air and gas out the back end at at almost Mach 1 ought to have some effect? It seems like it should give about 650 Newtons or so of thrust! Sure, that doesn't sound like a lot, but that is similar to the output of our LV-1 engines.

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but..... what about hypercars that have exhaust temperatures of 1000 C and burn a liter of gasoline every 6 seconds at full speed? Surely kicking 2 kg per second of burnt air and gas out the back end at at almost Mach 1 ought to have some effect? It seems like it should give about 650 Newtons or so of thrust! Sure, that doesn't sound like a lot, but that is similar to the output of our LV-1 engines.

Yes, it would have an effect, but it would be minute. None other than the LV-1R engines come close to how little thrust they provide, and even that kind of thrust would need a specially modified exhaust that is built almost like an engine to achieve this. It would also be bigger than the LV-1R. In simple terms, no engines can be used. Yes, they can be put on the craft for aesthetic effect (as I did) but they cannot use any fuel or provide any thrust.

Edited by Shna_na
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Nice vehicles! I like the buggy!

I have only advice: you don't have to remove the doors from your truck, as Kerbals can board the seats even when standing some metres away.

By the way, how do you all manage to build the "hinges" <--insert correct English word here between the trucks and their trailers? I have been experimenting with RTGs, but they were still way too rigid.

Edited by jmiki8
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I'm still working on a boat and truck (similar to SirJoab's semi), but I have completed the first part of the boat-carrier - the containment bay (officially called, creatively, "Boat Carrier"):

Javascript is disabled. View full album

WARNING: Do not attempt to carry objects that are wider than the carrier, there is an increased risk of it falling. Objects with a high centre of mass may also be at risk. Mass is generally not an issue, though the carrier may flex too far and/or break when carrying excessive weights. Time-warp of above 2x is not discouraged.

Edited by Shna_na
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Here's my entry: the KerJeep! An all purpose off-road vehicle that can carry 4 kerbals. I tried to arrange the functional bits (batteries, RTGs, and all the small science) to look like it was being carried in the back. It is surprisingly stable, can't be flipped by turning and has a top speed of 23 m/s on flat ground. If you do flip, the roll cage protects the Kerbals, though they often forget to wear their seat belts and fall out of the vehicle.

Get yours, well-equipped, for zero down payment and no interest for the first 6 months! (just kidding, it's free if you want me to post the craft file. EDIT- craft file: http://www./download/05303dj5fiz0i3n/KerJeep.craft)

BqaKDWW.png

YBvuaae.png

Edited by sdj64
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Ok, the second part of the Boat carrying vehicle, possibly the most important part - The Trucker:

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CAUTION: Sharp turns may result in death and the destruction of your Trucker. Applying smooth-control is advised. Emergency braking is impossible. If someone jumps out in front of you it's their fault.

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That jeep and the boat carrier truck is amazing!

Here are my entries (available via my signature):

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Shna_na: How did you manage to make the trailer somewhat independent from the truck? My tries to make a good trailer with a "real" ball socket always fail (i could only achieve some degrees of difference between the truck and the trailer).

Edited by jmiki8
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Shna_na: How did you manage to make the trailer somewhat independent from the truck? My tries to make a good trailer with a "real" ball socket always fail (i could only achieve some degrees of difference between the truck and the trailer).

I created them seperately, each of them have a probe as their core. The trailer uses a slim-line Okto beneath the docking port and the truck uses a Cube in the engine. The buggy also uses and Okto, between the floor and the underside.

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