Madrias Posted November 6, 2014 Share Posted November 6, 2014 It's not the RTG's I worry about. It's the Sepratrons. Small enough to be mistaken as a snack container. Link to comment Share on other sites More sharing options...
Damaske Posted November 6, 2014 Share Posted November 6, 2014 WOOT, That is GREAT! ! I like that track looks a LOT It will work great for tanks. Looking forward to that track getting released. == Link to comment Share on other sites More sharing options...
Kenobi McCormick Posted November 6, 2014 Share Posted November 6, 2014 Those long tracks are exactly what I was asking for! Very Russian looking, reminiscient of BMPs and T-62s. That thing is gonna be a godsend in my space program! Link to comment Share on other sites More sharing options...
Gaalidas Posted November 6, 2014 Share Posted November 6, 2014 y'know, if you let them lick the RTGs long enough, they'll start to glow ever so slightly. It has an amazing calming effect on the idiots... erm... I mean scientists in the lab. Link to comment Share on other sites More sharing options...
Madrias Posted November 6, 2014 Share Posted November 6, 2014 True, Gaalidas. And it's better to have glowing Kerbals than ones who ate solid booster propellant and farted themselves into orbit, again.I'll have to try the new Dev updates later, I've been up for quite a while. Link to comment Share on other sites More sharing options...
lo-fi Posted November 6, 2014 Author Share Posted November 6, 2014 Sepertrons? I thought they were sherbet dips! I was feeding them to the interns as rewards for not sneaking into the pods. Oh well.Yeah, cold war Russian hardware was my inspiration for the long tracks. Recreating real stuff to the last detail isn't really my thing, but heavy cues from stuff I like is always fun, so nice to know it shines through. Glad you guys like them, they behave rather well now I've tweaked the settings a bit more.That's three new track units to chalk up for 1.8. Lots of other stuff is ready, so this will probably be the last new one to make it in before the next (and possibly final) alpha release.Looking forward to removing that WIP sticker and posting in the releases forum - it's on the horizon! Link to comment Share on other sites More sharing options...
Axelord FTW Posted November 6, 2014 Share Posted November 6, 2014 We can make a challenge, maybe a bit more general and anything that levitates on repulsors rather than must run experience the joy of KAS and quantum strut playing up? I'll have a look at KK it'll solve the gates flying around when you get near them. How long for a track, 3-4 mins if you happen to average 200mph?Ever seen Air Racing?I'd prefer free pylons only tracks (as opposed to gate pylons only (mixed is fine)). It become a thing speed and control management. You might have the fastest hovercraft but if it can't turn, you'll lose on lap time. Considering that currently repulsors don't have any sort of grip on the ground, how fast you can change direction is mostly up to your design. I have a few ideas (which I won't reveal) for quick turning.It's not up to me obviously but I'd probably go for a figure-8 track around two pylons or maybe a double figure-8 track around three pylons. One lap or two.A single pylon track (Start, reach, turn around, come back, timed upon reaching the starting line) could also be fun.I'm also thinking about a mixed track. A few quick turns with maybe a long to-and-back high speed section.Here's the thing: What explicitly defines a podracer? There'll always be someone like me who tries to find the loophole.Well, there's a few thing we can consider. Fidelity, for one. How close you can get to one of the official podracers or swoops. It would be mostly a Rule of Cool challenge. Scoring would be lax past the how fast you can go/how fast you can complete the track.Oh, can we all agree that there should be a strict altitude limit?The pod itself can't touch the ground.Weight limit or weight categories?Part count categories?Engine types categories or only air-breathing?You can cheat the set rules if you want but you earn the Sebulba badge?P.S. lo-fi, you da man! I'm eagerly waiting for your next batch of stuff. Link to comment Share on other sites More sharing options...
Madrias Posted November 6, 2014 Share Posted November 6, 2014 I may not be able to make an official podracer, but I have a few designs that can at least play to the spirit of podracing. My one-engine design won't be the pod of choice (fun though it is, I think it pushes the limits too much on whether it's a podracer or not) but I have a couple twin engine designs that do fair enough. Alternatively, if it's just general repulsorcraft, I'm good with speeders. Link to comment Share on other sites More sharing options...
Gaalidas Posted November 6, 2014 Share Posted November 6, 2014 True, Gaalidas. And it's better to have glowing Kerbals than ones who ate solid booster propellant and farted themselves into orbit, again.We hide solid booster pills in the intern's lunch snacks for a laugh every day. It never gets old. Link to comment Share on other sites More sharing options...
Darren9 Posted November 6, 2014 Share Posted November 6, 2014 Coincidentally we had a Redbull Air-race just down the road a few years back, walked up a hill near the house with a picnic and watched it for free. I'd started trying to make something with gates, and after perceptual issues with what's forward and up between Blender, Unity and KK managed to get something in the game with a working collider. We can adjust to single pylons if it's preferred but there's twice as much to crash into with a two sided gate . There's no indication where the gates are with statics, I'm going to have to try and land a probe core on them so you can see where to go. Once I've got something usable I'll put it here to see what you think. Link to comment Share on other sites More sharing options...
lo-fi Posted November 6, 2014 Author Share Posted November 6, 2014 I went to the air race this year at Ascot it was a cracking day out (and a British 1-2!)! I was thinking about setting pylons up with a trigger collider, so like the real ones they collapse when hit and give you a penalty. Though I suppose crashing into something solid is a far more Kerbal penalty I'm thinking loose rules for the pod racers, in that they have to be judged to be 'in the spirit of a pod racer', rather than and exact copy. Height limit, part count/weight classes all seem like good ideas to me. Maybe rocket/air breathing category? Don't want to make it too complicated though.And cheers, Axelord FTW Link to comment Share on other sites More sharing options...
loler43214 Posted November 6, 2014 Share Posted November 6, 2014 I hope that there be a tutorial on pod racer and remakes from the n64 game Link to comment Share on other sites More sharing options...
Gaalidas Posted November 6, 2014 Share Posted November 6, 2014 I find it rather hilarious that we started by telling lo-fi his wheels are awesome, and now (months down the line) we're setting up pod-races. Link to comment Share on other sites More sharing options...
lo-fi Posted November 7, 2014 Author Share Posted November 7, 2014 There are several people who could make amazing pod racer construction videos, I'm sure... *cough* We've come a long way, Gaalidas! Did I ever post a pic of my first wheel before? Yep. Took me aaaaages to get that working in game. The .max file is dated 27/05/2014, so only just over five months ago, and I hadn't even thought of repulsors, let alone written a single line of C#. Tracks were, frankly, a terrifyingly awesome prospect I never thought I'd be tackling myself. Link to comment Share on other sites More sharing options...
Axelord FTW Posted November 7, 2014 Share Posted November 7, 2014 Javascript is disabled. View full albumBad news about the actual podracer, though. Keeping it even nearly similar to the actual thing means it's CoM is WAY back because KSP's turbine's weight is all in the nozzle and the engine itself is nowhere to be seen. I might switch to NEAR for this challenge.I'll try to make a full fledged Podracer I guess. Cables and all.And lo, I'm impressed by the progress you've been making. If anything, it would be a good example for those who think they can't get into KSP modding because their knowledge of coding/modeling/texturing is low or absent. Link to comment Share on other sites More sharing options...
sober667 Posted November 7, 2014 Share Posted November 7, 2014 Gentlemen after becoming aware of the fact that most of you share the same "i wonder if?" type curiosity as me and seeing Darrens arch has Prompted me to show you these. Yes it is possible to loop the loop with a rover , but certainly not with stock wheels, and I've never managed enough control to do it with repulsors, good luck trying , dl below if you use KK they 'll go straight in just by start of runway( sold as seen) (and seriously they've been around since 0.19)http://i.imgur.com/wmywvDa.pnghttp://i.imgur.com/vCOgZ1R.pngHotwheelsLoopRamps one appears in structural menu u can probavly make it with stock weels if u ofc use landing gear instead of rover weels (if they dont stuck) Link to comment Share on other sites More sharing options...
Gaalidas Posted November 7, 2014 Share Posted November 7, 2014 (edited) There are several people who could make amazing pod racer construction videos, I'm sure... *cough* We've come a long way, Gaalidas! Did I ever post a pic of my first wheel before? http://i.imgur.com/j7Sidjk.jpgYep. Took me aaaaages to get that working in game. The .max file is dated 27/05/2014, so only just over five months ago, and I hadn't even thought of repulsors, let alone written a single line of C#. Tracks were, frankly, a terrifyingly awesome prospect I never thought I'd be tackling myself.There's really no better way to pit this... Holy Cra... err... excrement! It looks like you really did reinvent the wheel, starting with humanity's most basic, and ultimate failure, of a not-quite-round shape. That thing would shake your brains out at high speed.That swoop looks awesome, but there is no way in whatever version of eternal suffering you believe in that I'm going to drive anything like that with anything relating to structural failure turned on. Maybe it's time to invest in some of those B9-style invisible struts. Unless you're going for that crazy stock thing I keep hearing about. I think it's just a load of hocus pokus they made up to keep us from finding their secret ram usage limit. I sure showed them. Not keeping this up-past-his-bedtime slightly-ill-and-probably-delirious space-sim abuser down. Edited November 7, 2014 by Gaalidas Link to comment Share on other sites More sharing options...
lo-fi Posted November 7, 2014 Author Share Posted November 7, 2014 Axelord: I hope so since I used to be one of those people! Admittedly, I did have a lot of experience in 3Dstudio, but the rest was entity new to me.Could make some simple lead ballast blocks to shift the CoG on the pod racer?Was a pretty poor wheel, huh! Next came what is now the large wheel, though with stock style sliding suspension. The rest is history Link to comment Share on other sites More sharing options...
asdfCYBER Posted November 7, 2014 Share Posted November 7, 2014 (edited) Enough history -When will this be in beta? Edited November 7, 2014 by ExtremeTrader Link to comment Share on other sites More sharing options...
Darren9 Posted November 7, 2014 Share Posted November 7, 2014 It takes me a couple of hours to upload 5 mins of video so I made a quick album with some descriptions instead, most important I've found is a triangle of air-brakes on the back and a probe core on the front to control it from, if you control it from the pod SAS attempts to react to the pod bouncing around on the end of a rope and does weird things, use more SAS force and control surfaces on the front bits than you think you ever should I tend to go for the pod weighing very little and the CoM inside the front 4 repulsors. It's not the only way to do it but I've found it the easiest, you can even reel the pod back in and land it.Javascript is disabled. View full albumI had a small tragedy with KK, the gates I set out didn't save so I've got to do it again. Link to comment Share on other sites More sharing options...
Gaalidas Posted November 7, 2014 Share Posted November 7, 2014 Interesting, all the videos I've seen of a pod-racer type setup required connecting the KAS winches after spawning the different ship parts individually. Seeing your images makes me think "well, duh!" and totally rethinking things in that area. Link to comment Share on other sites More sharing options...
Madrias Posted November 7, 2014 Share Posted November 7, 2014 That's how I've always done it, too, though. Build so the engines are connected at launch and just extend the ropes while in flight.As for piloting strategy... I still control from the back. I've found it to be more stable that way, though it takes getting used to. I still suck at making podracers, though. The constant re-launching until you get everything just right is a bit fiddly. Link to comment Share on other sites More sharing options...
Darren9 Posted November 7, 2014 Share Posted November 7, 2014 (edited) Here's a video by m1sz for the more complicated wider front setup, I don't think he'll mind me putting it here, a lot of my best ideas have in fact been stolen from him The Dark-Side track at the end is brilliant. Edited November 7, 2014 by Darren9 Link to comment Share on other sites More sharing options...
Darren9 Posted November 8, 2014 Share Posted November 8, 2014 I have something for you to look at. It's a basic course, close to KSC with a red gate, my first attempt at doing Blender, Unity and KSP together so nothing special. If someone wants to make a better gate that appears in KK the correct way up I'd be happy to swap it. It should be available in Scenarios, the gates will appear anyway if you have KK installed but if you don't start the scenario they wont have the probe core landed on each one for the gate number and to see the direction through the hills and stuff (you'd of laughed at my attempts to land a ship on each gate to drop the probe core). The gates are numbered 1 to 8, start from the launch position on the runway and end by going back onto the runway.I'm not sure about the size of the gates, the track layout, the look of the gates, or anything else really. I just made it close to KSC a bit on the water and quite short. Opinions/suggestions/criticism is needed please. You should be able to unzip the contents into your main KSP folder, that'll need testing as well, it adds the scenario, a red gate and the latest Kerbal Konstructs. It seemed to work OK for me just now, that's all I'm going to say at the moment www./Repulsor_Race.zip Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted November 8, 2014 Share Posted November 8, 2014 I'll take a look at those gates Darren, shouldnt be an issue, any preferences?? Link to comment Share on other sites More sharing options...
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