[This Thread will be updated once it's all set to go. Still under work]
Following the idea I had on the past, I have decided to bring life to the project of creating a racing track with rules and standard cars. Because sometimes we get a little bored of military operations on the game, and we just want to relax, right ?
For now, I'm making it on the NFD build server, but if there are more servers that wish to host the future events as well, I'm willing to establish there as well, since now we have station blueprints. I'll explain some concepts per topic.
1) The Track.
The track will be roughly a tunnel, that possess hazzards (none deadly, will only slow the unlucky competitor down). I figured out this is the best way since there will be no possibility of skipping. Will take some time to get it all done, but I think it will be worth it.
The shape has been already drafted on paper and on the place itself. It goes on all 3 axis, for increased experience of racingand more difficulty to build.
If anybody is willing to help me getting this ready, just send a PM and I'll send you to the build site and show my (ugly) drafts on paper, for us to work together.
2) The Racing Pod.
I have made a standard pod for usage, but anybody can make their own for using it, following those restrictions :
Exact number of blocks : 50 (5.0 mass)
Maximum Dimension size : 8 on X/Y/Z
Exact number of Thruster blocks : 4
Exact number of Power Capacitor blocks : 2
Must have one Faction Module
That gives you a remaining number of 42 blocks for hulls/glass/decoration.
I know that this is a very small pod standard, but if we use a bigger one, the size of the tracks would have to be enourmous, brining annoyances with FPS to some peopleincluding myself.
If you already have reached the desired shape using less then said 42 blocks, you will have to use the invisible area blocks from the logic section to place on the ship, in order to reach the exact number of 50 blocks (5.0 mass)
3) The Concept of the race.
You might have noticed that the racing pods does not have a power reactor module, just a capacitor. That makes power to behave like a fuel, which you will have to use wisely. Should one gets low on this "fuel", the competitor have to go for a pitstop where it's power will be slowly recharged by automatic Powersupply beams on the local.
Since all cars have the same stats, the better usage of momentum and skills to evade the hazzards of the track (like moving plates [possible now, thanks to the rails], beams that are firing with stop effect, push pulses that can disable your car for a secound, etcetera) will make the winner.
Following the idea I had on the past, I have decided to bring life to the project of creating a racing track with rules and standard cars. Because sometimes we get a little bored of military operations on the game, and we just want to relax, right ?
For now, I'm making it on the NFD build server, but if there are more servers that wish to host the future events as well, I'm willing to establish there as well, since now we have station blueprints. I'll explain some concepts per topic.
1) The Track.
The track will be roughly a tunnel, that possess hazzards (none deadly, will only slow the unlucky competitor down). I figured out this is the best way since there will be no possibility of skipping. Will take some time to get it all done, but I think it will be worth it.
The shape has been already drafted on paper and on the place itself. It goes on all 3 axis, for increased experience of racing
If anybody is willing to help me getting this ready, just send a PM and I'll send you to the build site and show my (ugly) drafts on paper, for us to work together.
2) The Racing Pod.
I have made a standard pod for usage, but anybody can make their own for using it, following those restrictions :
Exact number of blocks : 50 (5.0 mass)
Maximum Dimension size : 8 on X/Y/Z
Exact number of Thruster blocks : 4
Exact number of Power Capacitor blocks : 2
Must have one Faction Module
That gives you a remaining number of 42 blocks for hulls/glass/decoration.
I know that this is a very small pod standard, but if we use a bigger one, the size of the tracks would have to be enourmous, brining annoyances with FPS to some people
If you already have reached the desired shape using less then said 42 blocks, you will have to use the invisible area blocks from the logic section to place on the ship, in order to reach the exact number of 50 blocks (5.0 mass)
3) The Concept of the race.
You might have noticed that the racing pods does not have a power reactor module, just a capacitor. That makes power to behave like a fuel, which you will have to use wisely. Should one gets low on this "fuel", the competitor have to go for a pitstop where it's power will be slowly recharged by automatic Powersupply beams on the local.
Since all cars have the same stats, the better usage of momentum and skills to evade the hazzards of the track (like moving plates [possible now, thanks to the rails], beams that are firing with stop effect, push pulses that can disable your car for a secound, etcetera) will make the winner.
Last edited: