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Clangville Circuit - racing track with timing system
   
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Type: World
File Size
Posted
683.079 KB
28 Aug, 2017 @ 12:23am
1 Change Note ( view )

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Clangville Circuit - racing track with timing system

Description
No mods used. Works in creative (and survival if desired).
Welcome to Clangville Circuit, racing track with timing system.
System can track up to two cars simultaneously, timing each independently.
This is a world upload with track and two sets of cars, designed for Clangville Circuit.

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General
- Length: 5,722 km
- Direction: Anti-clockwise
- Turns: 19
- Elevation above sea level: 365 - 388 meters
- Track modes: Free ride, Training, Race

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Setup
Select desired track mode from Track Mode panel.

- Free Ride
Timing system is off. No car limit. Drive just for fun with as many cars as you like.

- Training
Timing system is on, unlimited laps, max 2 cars.
Use Car #1 for solo or set of Car#1 & Car#2 for two man training.
Lap times are logged on main screens.
Timers start when you cross the Start/Finish line.
To stop, press Reset Race in Track Status panel.

- Race
Timing system is on, set number of laps (1 to 15 at the moment), max 2 cars.
Use Car #1 for solo or set of Car#1 & Car#2 for two man race.
Total, last and current lap times are logged on main screens.
Best lap times are stored. Head to respective starting positions.
When all cars are in starting positions, starting light sequence will start.
Timers start when you cross the Start/Finish line.
PS! Since each car is timed independently, you dont have to cross the line
at the same time, but you have to start before your competitor finishes.

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Track Cars

PS! Don't change ownership of the cars. Timing system relies on sensors to
differentiate between them. Car #1 should be owned by track owner and
Car #2 should be owned by a friendly faction member
(by NPC in Racers of Clang currently). Just join the faction if in multiplayer.

With application of some proper 2077 space age technology for down-force
(there is no aerodynamics in the future), you'll have 8 ton super-cars.
Future cars also have super-brakes, i measured 15 meters to full stop form 300 km/h :)

Whole experience reminds me of a F1 game with crazy SE twist.
Be careful in corners, avoid sharp turns and tap brakes gently.
Both cars are built for this track, but setup can be tuned further for sure.

Average performance:
From 0 to 300 km/h (186 mph): ca 2,1 - 2,5 seconds
From 300 to 0 km/h (186 mph): ca 14 - 16 meters

Silenius Foundation Track Car Mk 1 (SF-TR-01)
Has narrower front track and is 120 kg lighter than its bigger brother,
making it slightly faster, but harder to handle. Mass: 8482 kg

Silenius Foundation Track Car Mk 2 (SF-TR-02)
Mk 2 is heavier car weighing 8602 kg and has wider front track,
making it more stable and easier to handle in corners.


PS!
Track Car Mk 3 with Traction Control System(TCS) can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1133946484

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Custom races/known problems/performance etc.

Block damage is off in world settings. If you want greater challenge, you can turn it on.
Track itself should still be indestructible, but cars are not.
In addition you can set the world to survival, provide nuclear fuel for your cars and
make whole race potentially more "deadly" experience ;)

If you'd like to use your own cars,
set ownership accordingly (see Track Cars ownership explanation).

During testing sensors sometimes failed to detect cars.
As far i understood this is just due to sensors acting up and can't be helped.
Result screens sometimes display too short numbers
- could not find the culprit, so just reset race to fix it.

Since build itself is ca 47000 blocks and there are scripts running,
I kept the track design minimalist for better performance.
For same reason (and because i spent most time writing timing system ;)
cars are "dumb", meaning they don't use script assisted suspension/power/gyro etc.
In future i might experiment to see if there is a benefit over "dumb" cars.

And if you have your own designs which get good results,
i'd be interested to hear about them if you are willing to share.

Silenius Foundation forum thread
http://forums.keenswh.com/threads/silenius-foundation-projects.7382930/

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Scripts used / credits (Thanks for Your scripts!):

Easy Automation V2.0 Script by Coren
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694296356

Automatic LCDs 2 Script by MMaster
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822950976

Whip's Image To LCD Converter by Whiplash141
https://forums.keenswh.com/threads/tool-whips-image-to-lcd-converter.7393443/

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5 Comments
XCanG 13 Feb, 2018 @ 2:11pm 
You have good scripts, but will be interesting to see it in some other races, especially after wheels update and mostly on planets. For example look at this race: https://www.twitch.tv/videos/228100563?t=3h32m31s (Xocliw stream)
SileniusFF  [author] 13 Sep, 2017 @ 1:06am 
Quick update - another car for Clangville released.
Track Car Mk 3 with Traction Control System(TCS):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1133946484

PS! If you are more used to imperial units, then you can switch speedometer to mph,
by replacing "SpeedKmh 100" with "SpeedMph 100" in Custom Data of speedometer LCD.
This applies to all Track Cars.
Deathlok-L17 3 Sep, 2017 @ 8:03am 
great video too
SileniusFF  [author] 3 Sep, 2017 @ 3:05am 
Thanks! Glad you like it.
Deathlok-L17 2 Sep, 2017 @ 9:40pm 
EPIC!!