LeMans Challenge
Here I present you with a challenge to build the world's BEST endurance race car you can come up with, inside the rules spectrum. Your vehicle will be tested against the one provided by me. Deadline is July 31st.
Rules:
1) Follow the regulations provided by the FIA for a LeMans LMP1 Endurance Prototype (I'll be a bit flexible, but not that much).
2) No more than 800 parts (5 parts tolerance).
3) No less than 200 parts (5 parts tolerance).
4) Must be a successor to the post (specific cases may be considered).
5) Must be feasible and realistic.
6) Must have a good description (describe controls, history of development, etc...)
7) Scale it according to my vehicle (not obligatory, just recommended)
Points:
Description - 15 points
Realism - 20 points
Consistency - 20 points
Speed - 15 points
Endurance - 25 points
Deadline compliance - 5 points
How I'll be rating:
I'll be first adressing your vehicle's realism, be it in looks or in performance. I'll then test it's straight line speed in Yaeger Airport. Next up, I'll lap it against my own vehicle and test it's speed on track, it's endurance and it's consistency of lap times. The lapping will occur in multiple conditions, including dawn, noon, dusk and midnight, cloudy, hazy and clear, windy, breezy and stale. I will then host a multiplayer race (server 157.7.205.136) with 24 cars and a pace vehicle (around Gold Prix Raceway). The pace car position is for LotterCrafts, because he requested it personally, and he'll post it a a successor (not for grading, just for convenience). The cars will all lap around the pace car for one lap, then they'll race until their fuel tank is empty. After that, they shall retreat to their pit stop (below the bridge at Gold Prix, next to the main track) and await for the rest of the vehicles to either finish or blow up.
Using my vehicle:
Use it for testing purposes only. Do NOT use it for your build. Operate it with the regular pitch and roll controls, A1 for daytime running lights, A2 for the mid beam and A3 for the high beam. The vehicle features power creep so don't think that you're lagging if it rolls away without the brakes. It also features progressive steering so you'll corner the best at speed.
About active features:
Active aerodynamics aren't allowed, but features like launch systems, power creep, air brakes, progressive steering, active diffusers, downforce generators, active anti-roll bars, anti-slip differentials and body tilt are allowed. You can also use an energy regeneration system of sorts.
Specifications
Spotlights
- CRJ900Pilot 5.4 years ago
- 2Papi2Chulo 5.4 years ago
- Renameduser4 5.4 years ago
General Characteristics
- Successors 5 airplane(s) +154 bonus
- Created On Windows
- Wingspan 6.5ft (2.0m)
- Length 14.1ft (4.3m)
- Height 3.6ft (1.1m)
- Empty Weight 3,946lbs (1,789kg)
- Loaded Weight 5,025lbs (2,279kg)
Performance
- Power/Weight Ratio 2.012
- Wing Loading 332.0lbs/ft2 (1,621.0kg/m2)
- Wing Area 15.1ft2 (1.4m2)
- Drag Points 2346
Parts
- Number of Parts 208
- Control Surfaces 0
- Performance Cost 747
Progressive steering?
@asteroidbook345 Okay I'll do the forum now.
@asteroidbook345 Working on it as we speak.
@ESpanop Of course the 350 one
@asteroidbook345 Yeah I do
The most realistic one read the description @ESpanop
@logizAircrafts I would really appreciate an answer to my last question. I have 2 versions ready, one that can do ~350 kph and one that can do just under 700 so I'd like to know which one I should upload
@asteroidbook345 Lol and oof, I'll be driving them all tho
@asteroidbook345 Aight, just ramp up the parts and you should be fine.
@logizAircrafts 3rd and final question: If I made a car based on this one's scale and only just realised you updated the scale standard, will my car be tested under this one's standards or do I have to remake it based on the new one?
Edit: Nevermind that, I made a new one anyway. So, actual final question: should the speed of the big one be realistic relative to its size? In other words: since the new one is twice as long, tall and wide as an actual LeMans car, shouldn't it also be twice as fast (at least in terms of top speed) to keep the speed realistic relative to size?
@ESpanop It won't count as of itself, but it will boost your points for the description.
@logizAircrafts Also, if it's fictional, will "history of development" not count or should we make one up?
@ESpanop You should use Pitch and Roll to help the AI lap it
Hoptro god is right
Is the car meant to be keyboard controlled? Just wanna know if I should use Throttle or Pitch as the engine input
@ChisP About the MGU-K systems I'm not sure.
@ChisP Launch systems allow you to start up with more torque and the boost pre-built. Power creep means that the car drives slowly when you don't throttle nor brake it. Air brakes are usually placed on a spoiler and tilt to help the car brake faster. Active diffusers have little flaps to expain the airflow and adjust automatically to provide more downforce.
And what are these: launch systems, power creep, air brakes, progressive steering, active diffusers
Btw how do you make an energy recovery system in sp
Don’t worry I’m making one thats gonna knock your socks off@logizAircrafts
@alan14 I mean that's... I dunno, good luck
@logizAircrafts I was just showing off, I'm sorry
@alan14 That speed is not realistic at all, remember this game forces you to use the imperial system, not the metric like I and probably you are used to. Also, could you try to make a body?
I made a car that goes to 411 mph and it's really realistic but it's not a real car and it's also just a chassis. To reach those speeds, increase the size of the wheels and put heavier pieces in the front so that the wheels back and forth have a better grip, is a bodyless chassis to have a better aerodynamics (sorry if there is a spelling mistake, I'm using the google translator to write this)
@ChisP Well, it works