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KRF Truck Racing League


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I should mention breifly that the spoiler buttons dont show for me, so I can't read the rules.

I should ask about steering limits-I noticed the modpack made them a thing (or is that stock?) either way, are there limits on steering angles for the wheels?

Weight has increased to 24 tons

Alright, this is the newest version, It was ok on length and height before but I had to widen it.

sUP5FZl.png

(I should mention it now looks a little different than it does here-the rear two fuel tanks while looking good blew up on the ground under any turning, so they are no longer there, and the engine casing is a different shape, along with various struts)

The trailer can turn or detach

y5RJKaJ.png

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Engine: With air cooler (The round thing on top), because of this it's casing is fairly open

0Law8qv.png

And crash test result after running into a spotlight at about 22m/s -He's alive, so I guess that counts? I mean that is the point of saftey features.

Ow7dQMr.png

Okedoke, if anything else needs changing let me know.

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After a crash diet, I've just about hit 24 tonnes... The centre of mass is also slightly lower and the brakes can now be stamped on without spontaneous unplanned disassembly!

The main weight reductions came from taking out all the double I-beams and replacing them with single panels, which weigh in at slightly under half the mass. I've also slightly redesigned the loadbed walls.

I'm really enjoying building a vehicle for an entirely different purpose and then optimising, optimising, optimising instead of trying to purpose-build from scratch. My vehicle is very much a working lorry, and it drives like one too, as I can confirm from many hours of ETS2 and OMSI2. Top speed 56mph! Spot-on.

I'm very tempted to set up my DFGT wheel and drive it from that...

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I am almost finished with my truck. I call it the Wyvren.

It weighs 18 tons fully fueled, and about 15 tons dry and its top speed is about 23 m/s

still needs lights, as well as strengthening the wheels so not to invoke the wrath of the kraken...

OJYDxAW.png

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Im also making a tow truck version... would that be classified as a special class vehicle?

Just did some crash tests, this thing is a tank... I crashed into a spotlight on the runway at max speed and only a wheel broke and a few of the bumpers, which my kerbal can easily fix.

Edited by trogdor10
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Well that's what I was thinking about as well.. People seem to be interested in making the heaviest trucks possible.

I suppose you could race in both classes - but only your best results will qualify for the Free-for-all.

Okay so, safety wise, your CAB must stay intact during the following events:

- Rolling the truck on it's side/roof at or beyond 20m/s

- Crashing into a wall at 20m/s

- Vehicle breaking apart due to over straining the chassis (or Kraken)

- Hard landing in case of a jump (or falling off the runway/launch pad for example)

So if your cab peels off like an orange, safety of your vehicle is not really adequate. I will be lenient with the ''jump'' rule because sometimes it's just not possible to make a 12t+ vehicle that can withstand a fall from the launch pad. As long as reasonable protection is offered during such an event, you will be allowed to proceed with your vehicle.

I would ask everyone taking part in this challenge to possibly reconsider their final truck weight. You must be at least 12t or 6t dry, but anything over that is up to you. If you feel the handling is better with more weight, you are allowed to have as much as you can handle. But you may find other aspects of your vehicle' performance are affected as well.

Wheel steering rules state that your front wheels can be Tweaked to achieve a 2.0 steering value for all front wheels and a maximum of 0.35 for all rear wheels.

Things like braking and motor power are free to tweak as you please, since you cannot increase their performance through tweaking, only lower it. All wheels can be powered (and most likely will be powered).

On the side:

Tow trucks will be classed as special vehicles, but they must adhere to all the other rules in addition to the special vehicle rules. And of course, they must be actual working tow trucks.

Okay guys, I will now be collecting truck files for testing and photo shoot. Upload them in any way you see fit, just be quick about it because I would like to open soon. We have nearly 10 pages of us talking about racing without actually racing ^^

Edited by GROOV3ST3R
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You might not be out yet. A lot of people found that their trucks are incredibly rigid and almost indestructible, sailing right through the safety pass. Actually, many of those seem even better than my own truck :)

You should try and test it out - if it doesn't pass, consider adding I-Beam bumpers and reinforcements. They can take a lot of beating before getting damaged. Cover everything with struts to spread the load around the vehicle since struts don't weigh anything.

Note that the requirement is only applicable to the CAB. You are allowed to have any king of cab structure - it doesn't even have to be a part of the main truck structure. It can simply be an add-on structure which falls off the truck in a crash. It has to form a protective cage around your driver which stays intact, protecting him from those situations listed. The rest of your vehicle is fully disposable and may be used as a ''crumple zone'', though you will find that most KSP trucks are much sturdier and stronger than the requirement.

Also, @Trogdor:

Your truck looks great - but it does need rear lights and everything. Make sure you download the Entry Package, link to which you can find in the opening post - because it looks like your game is 100% stock, and you will need certain mods which we use to compete in this challenge. But I like the shape and the go-cart style protectors around your wheels. They might come in handy - you never know :)

I can't wait to see it with a trailer on. It will be a pretty nice setup.

Edited by GROOV3ST3R
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I tested mine with a trailer and it does work, however, the part count on just the truck alone is 200+ and with the trailer, even my gaming laptop struggles to cope. In the latest version, i did add the lights and everything, and as i predicted with the sloped roof, it has pretty good downforce. 2 pairs of wheels in the front really help with turning. I just need to tweak it some more and it will be good to race.

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That sounds good trogdor ^^ You don't race with the trailer so your part count won't be so big. The trailer is only there to prove that your truck is a working truck.

Koolkei, I want to collect them all under one save and park them in front of the recruitment center in KSC.

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Ok I have finalized ( i hope) my 5-ton truck entry the truck weights in at a 211 part count and a 17.25 tons. It can withstand a front end impact and only end up with broken wheels unless the kraken attacks and the truck starts to bounce all over the place. I've also lost lights off the front and back on some impacts But the cab stays put.

The trailer design weights in at 126 parts and 7.79 tons, under testing I found it to be problematic till I found out I had powered front wheels. After that was fixed we are good.

5-Tontruckpics_zps80b8ad0e.png

To drive the truck;

Load in,

hit the brakes, and hit 0 to lower ladders

Hit space bar, and change to pod

Use pod torque to move arm away from truck and go on EVA

Board truck using ladder and sit down.

To load in trailer;

First load in truck and move off run way,

load in trailer and enable brakes,

make sure back wheels are inverted steering.

Back up truck hit 8 to arm the claw

Slowly back up till arm grabs trailer, and enable pivot hit 8 once more to put claw away.

Hit b to release brakes, then enable brake toggle

Adjust trailer lights to match truck, mostly brake and running lights

Action groups

1: reverse lights

2: left turn

3: right turn

8: "The Claw"

9: Driving cam

0: Ladders for both sides.

Turning too fast can result in 3 wheel driving and possible rolling drive with care.

Download the truck zip file here Has both empty and unloaded versions, Must hook up trailer on own.

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That sounds good trogdor ^^ You don't race with the trailer so your part count won't be so big. The trailer is only there to prove that your truck is a working truck.

Koolkei, I want to collect them all under one save and park them in front of the recruitment center in KSC.

oh...

so didn't have to do anything in the first place heehee

btw.... just..... what? how?

well it's kinda simple

most trucks here are mostly using 200parts+ each from what i seen.

mine? looks like the only one with <150 parts :D

well im running it on an AMD A6-3420m APU laptop (the first generation APU)

which has quad core but only half are used by KSP, and 1.5Ghz of clock speed doesnt help either. so not that i cant use more parts, it's my laptop cant handle more parts.....

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May I present the final iteration of the KRF, the V2.23

Javascript is disabled. View full album

I'm pretty certain this satisfies all of the rules.

After a severe diet, the truck has lost 5 tonnes - bringing it down to 24.05 tonnes in racing condition (full RCS, no load). I haven't made any big changes - but I have made a lot of little changes. Rather than trying to alter the whole, I've improved each component by a tiny little bit.

Action groups:

- 1: Activate lights.

- 2: Indicate left.

- 3: Indicate right.

- 4: Reverse lights (user must supply beep beep beep sound).

- 5: Toggle ladders. Press twice to close ladders initially.

- 9: (Or possibly 10) Activate front wheel motors. You MUST turn these off before hard braking. Using these actually makes a much bigger difference to acceleration and top speed than using the RCS.

Other features/points of note:

Top speed (Unloaded): About 24m/s

Top speed (Loaded): About 23m/s

When she's unloaded, brake all you like - she'll never break anything. Unless you forgot to turn the front motors off. Then you're Kraken bait.

Use the docking port under the cab for a more stable place to control from if you're using chase cam.

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

The airbrake at rear does actually seem to help. It's also the most common thing to break off - I've raised it as much as I can and it seems to be OK now (when unloaded). It is still on a non-structural component (A cubic octagonal)

Control using staging, rather than docking, controls to take advantage of the airbrake.

DOWNLOAD

Regards,

Chris

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May I make a suggestion for how the races themselves are arranged?

In order to keep things interesting, and to emphasise the fact that these are meant to be trucks we're using here, would it not be an interesting idea to perform, along with standard Formula-K style races, a set of "Long Haul" races? The aim of these would be to reach a certain set destination with a fully laden truck. If I may make an example, here's how a racing 'season' might be set up:

Within season: Maybe three or four races around KSC only, no load, points scored for positions.

Season finale: One long haul challenge to a set destination. All trucks must be fully laden. Higher race score - maybe double points? Points lost for damage to truck or cargo.

This could really shake up the scoring, would differentiate us from Formula K just a little bit better and would also test out our trucks as trucks. It also opens the possibility to do a Christmas finale to deliver to the North Pole...

Regards,

Chris

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!00th Post!

Await further instructions.

Quick Amendment to specialist class:

- the specialist vehicle CAN be a Bus, as long as it has a proven cargo capacity and performs all it's functions as intended.

Nice to see you over here Tidus :) And yes, Damaske is already working on that very vehicle xD There is no rule saying you can't do the same though, so if you want it, get it. It will be interesting comparing 2 remakes of the same vehicle by 2 different designers.

Chris, it's certainly an interesting thought, but it would take a looong time to drive anywhere with these things :) I will certainly consider doing something similar, but for now we will do it Formula-K KSC style.

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