Jump to content

KRF Truck Racing League


Recommended Posts

That's what it is at the moment.

And tracks will take you a fair amount of time to go through. I might up the RCS thruster limit to burn through it quicker.

oh sorry. i didn't re-check the first page when i posted that.

it was just a couple hours after it was updated anyway

Link to comment
Share on other sites

So i have been improving the looks and ballast for the Banjomobile. (still trying to keep low part count...)

PMKgSnk.png

I don't seem to have any tracks in the persistent trails widget thingy.

I think there were supposed to be some. (Probably my fault.)

Where can i get them form?

and where do i put them?

or is there only one so far?

Thanks for the help and sorry if this is super obvious.

Edited by Lord Banjo
Link to comment
Share on other sites

So i have been improving the looks and ballast for the Banjomobile. (still trying to keep low part count...)

http://i.imgur.com/PMKgSnk.png

I don't seem to have any tracks in the persistent trails widget thingy.

I think there were supposed to be some. (Probably my fault.)

Where can i get them form?

and where do i put them?

or is there only one so far?

Thanks for the help and sorry if this is super obvious.

mk7??

that a lot of prototyping..... mine only go through like 3-5 repairs and fixes.....

and for the trails widget.

on the right below you resources bar. that yellow footprint button. click it.

last one. you sure only putting 20 units of electric charge there?

Link to comment
Share on other sites

When I open the widget there are no saved trails. I can only record a new trail. Any idea's?

And I have 4 RTG's so i am ok on power.

Yes Mk 7.... 2,3,4 were not that different besides adding ballest.

Mk5 got the claw/ trailer working well, Mk6 added aero, Mk7 was to make it less ugly and lower drag. :P

Currently I'm dreaming of a quarter or half size structural panel that doesn't have the flat section that sticks out.

(See "side skirts" on Banjomobile Mk7 above.)

Edited by Lord Banjo
Link to comment
Share on other sites

Looking at the rules, I thought that things seemed fairly biased in favour of an articulated, cab-rearwards American style vehicle - better weight distribution, better wheel positions, lower weight due to not having to carry those load-high sides around - so of course, I went straight into the SPH and came out with a non-articulated, cab-forward Europe-style beauty! :D

Ladies and gentlemen, I present to you what is undoubtedly going to be the slowest vehicle here, the unimaginatively titled...

KRF V2!

:D

tdR1sV3.png

No expense has been spared in the construction of this luxury lorry. This vehicle comes as standard with:

- Wheels!

- Lights!

- Indicators!

- Brakes!

- An airbrake!

- Active roll control systems! Sort of!*

- A steering wheel! On the correct side of the lorry! :sticktongue:

- An RCS-boost system with 600 units of Monopropellant!

- Space to put things in!

- Three seats!

- A high-tech infotainment system!**

- Wingmirrors!***

*The little winglets at the front do actually help keep it upright, surprisingly.

**I stuck the Kerbal Engineer system on the dashboard. It looks kind of cool.

***Solar panels.

It was close, but I think it just about qualifies for the 12T category.

WSgrbQu.png

Operator's guide

- Lights:

Key 1 activates the head-and tail lights.

The brake lights are activated with the brake.

Keys 2 and 3 operate the left and right indicators.

Key 4 activates the reversing lights. Beep, beep beep, sound not included (user must supply).

- Setting up:

1) APPLY THE HANDBRAKE.

2) Hit G twice to deploy gear on pod.

3) Space to fire, space to deploy parachutes.

4) Get out of pod, get in truck.

- Driving:

It's best to drive in standard mode rather than docking mode - driving in normal mode means the airbrake flares up when you slow down, and keeps the thing stable. Use Q and E to stabilise the roll very slightly, if it makes you feel better.

DO NOT apply the brakes fully and expect not to, for example, explode dramatically.

There's a camera in the cab for a 1st person view.

Gallery:

Javascript is disabled. View full album

OLD VERSIONS:

.craft for the truck alone

Savefile, truck and early version of truck

NEW VERSION:

KRF V2.23

I look forward to racing with you, gentlemen.

Regards,

Chris

Edited by whistlehead
Link to comment
Share on other sites

Nice one xD

I really like the fact you actually set out to beat the non-articulated style :) Your truck only needs to be able to carry 22.222t load itself, the other 22.222t must be carried in a ... trailer :)

Something like this:

te-akau-soppets-leaving-tuakau.jpg

Rules permit almost any kind of design, but I've tried to keep them slightly challenging so that it's not so easy to make these trucks.

Using tweakables for rover wheels you can adjust your braking values to make the truck less of unpredictable and smoother. Everything is part of the development process :)

Link to comment
Share on other sites

Nice truck there, it's making me want to attempt to try and make the Army Hemmitt flatbed. However It is against the rules as it need a total of 8 wheels two sets forward and back, and the forward set and last of the rear set are steerable.

hemmet-10-ton-cargo-truck-01.jpg

But then again I might try a 5 ton look a-like for this but i don't know just yet. But iff allowed to I'd rather make the hemmitt.

Link to comment
Share on other sites

The wheel limitation is there to prevent ''trucks'' with a ridiculous number of wheels. Remember that each wheel can be powered and we don't have much in terms of policing how the wheels can be used - if I allowed 10 wheels, there is no way I can stop people from using all 10 to power their truck. So in short, 6 wheels is the absolute maximum for the current system due to engine power.

I am considering adding a ridiculous Specialist Vehicle Class - where trucks will be allowed up to 10 wheels and must have a ''special function'' which can be anything as long as it has some sort of useful application. There are so many ways this could go wrong mind you ^^ But I think we can try it out.

EDIT:

A new class of trucks has been added to the tournament: Specialist Vehicles. Rules for these are present in the original post.

Here is a quick summary of what you are now allowed to make:

- up to 10 wheels

- minimum 12t dry weight

- MUST have a special function

- must follow all other rules i.e. aero rules, minimum dimesnions, lighting etc

- must carry 44.444t of cargo in ANY way - method unrestricted

- go mental with the design - anything goes.

Also, we will now have a Free-for-all Leaderboard, where your scores will be competing against each other regardless of the class you are in. It's free for all, so expect it to be a little bit biased towards vehicles with either more power or less weight. I don't know what will happen, let's find out :)

Now, go build your Hemmitt :)

Edited by GROOV3ST3R
Link to comment
Share on other sites

Nice, but one small problem I am all sorts of cornfussed (yes I spell it that way) on how to make a truck frame to just start off with this. Also I was thinking that maybe we can use the Infernal robotics hinge for the hitch point on the semi-trailer and articulated trucks. The one I am thinking aboot is the Docking Washer Free Moving, um number 7 on his list. Mod link here It is all 3 docking port sizes so size and weight should NOT be an issue.

Link to comment
Share on other sites

I don't intend to allow use of external plugins that aren't included in the main package. This is mainly because we already ask people to download an entry package just to be able to participate. I don't want to force people to use a part of a completely separate plugin now since it would go against the whole ''1 download'' mentality.

Other than that, it's meant to be challenging. You are meant to find a creative solution to your own problems instead of using ready-made mod parts that can do anything you want them to do. If that happened, we couldn't control how these parts get used and they may give some people an unfair advantage. KSP 23.5 introduces the Klaw, which is basically the ideal solution for out problems - it allows to dock-undock objects, grab them and release them at will and allow them some freedom of movement all the while retaining a connection between both the truck and the trailer. It's perfect.

You also have to keep in mind that I don't want to overload the challenge with mods and plugins - it's already confusing enough on account of all the rules and regulations and adds a fair amount of parts and features to the game.

As for the chassis, try and start with a cube or small I Beam, add long I Beams to it to make an ''H'' shape and build from there :)

Link to comment
Share on other sites

I understand that about not wanting to add plugin and other crap, I was just asking if it might be added in is all. It was just that one part form that mod I was asking about, not the full mod. Sure you would need to ask to add just a single piece, not sure if it needs the plug-in also never messed around with that mod much so i'm not sure, it would be a lot cleaner than the claw approach.

I've been messing around with trying to learn how to do this, I have a frame that seams to work but I've been using a lot of struts. Its putting up with the testing I've put it though, jumps off the launch pad have only broke wheels, but no parts yet. I've yet to test a head-on impact but that is next. I have a very nice ten cylinder design engine. I'll get some pics up of the starting rig. I've got the lights all set up and running nice too, but have had a few issues changing vehicles and lights.

Link to comment
Share on other sites

Oh man this looks so much cooler than the F1. I am SO entering something...though what to enter...

(Edit, also spoilers (the ones on the forums) appear to be broken for me, so I can't open any of them, so while I can get most of the rules, let me know if my entry breaks any of them)

Link to comment
Share on other sites

Alright, Presenting (Before it's probable re-design due to rule infringement that I missed) The Brown Earth MK2 (to go with the BWI's formula car, the Blue Sky)

mtdtRZT.png

Front shot-dry weight (Presumably this meaning dry weight without RCS) is about 15 tons, also carrying the 44 ton example weight

aY1mkqf.png

Break lights that come on while the brakes are on-I should also mention while you can't see it very well from here, it actually has two sets of the tiny landing gear to act as brakes on the trailer

v7mmGJA.png

Indicators-Do I need to post the other side? Anyway they do exist on the other side.

V0wYBfw.png

Joint between the trailer and truck-I really hope I don't have to take the trailer around the track, the turning circle is pants.

Also, you may notice that the roof is different in the first screenshot-this was a modification that was made when I realised that the drivers head went through the roof if you put him in the chair. He now has lots (well some) head room.

Edited by randomness5555
Link to comment
Share on other sites

I know right? I had to stuff my truck full of ballast to make it 12t...

Right, a couple of things:

- your truck doesn't have an Engine Compartment. It's clearly defined that a truck has to have one and it can't be a generic fuel tank. Note the rules don't state where that compartment should be, however each truck must have one and it is recommended that something should be in the engine compartment.

- you can only have 2 small control surfaces at the front of your truck - i'll look over other vehicles to see if I missed any

- you can only have 1 large control surface at the back or over the back part of your vehicle

- the joint between your truck and trailer must NOT be rigid - but you don't race with trailers.. they are there to demonstrate that your truck is a working truck

- not sure about your truck length and width. You DEFINITELY pass the height restriction though ^^

It looks a little weird to say the least, but I won't judge that ^^ It's like a truck so it passes that test. Show us some crash test screenshots.

I see that Randomness is the first person to really use the No-Layout-Limit clause ^^ both axles count as front axles and so does their steering limit of maximum 2.0 per wheel (or up to 2x regular angle), with the back axle up to 0.35x regular angle.

Edited by GROOV3ST3R
Link to comment
Share on other sites

This is just a small start to what I've been working on here, I'm going to redesign the cab some as it seams too tall to me. And the "engine" is currently missing its transmission and lower block as it sits in the truck. Alt-F12 part clipping was used only on the engine, I felt that it was mostly for looks and was ok to part clip it together. Other than that there is no alt-f12 parts clipping on the rest of the truck. This is an alpha version of my 5-ton remake.

basetruck_zps7b365bff.png

Link to comment
Share on other sites

Here are some preliminary shots of my entry the King Kab heavy hauler. weighs in at 18.5 tons dry, 20.2 tons with the two rcs tanks, it does include sleeper cab for those long hauls. (pod torque is disabled). So far tops out at about 21m/s with or without trailer.

screenshot36_zpsb3da10a2.png

screenshot36_zpsb3da10a2.png

screenshot34_zps8a446ecb.png

screenshot23_zps31d11889.png

Link to comment
Share on other sites

I like those designs ^^ The only issue - again - the trailer connection must NOT be rigid. It has to allow for turning of the trailer.

Also, 18t is a little on the heavy side ^^ But I like the creativity of both of these designs.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...