Scrap 4WD Tracks 01-04 (a.k.a. "Not-So-Mini" 4WD)
by Danzen
Lanes are 17-blocks wide and lane walls are 1-block wide and 7-blocks tall. The asset origin is where the starting line is located. If you also snap the asset to the grid (position and rotation), the track perfectly aligns with the construction grid (at least at the starting line straight sections). Track 01 is based on the home-use junior circuit. Tracks 02-04 are loosely based on official tournament circuits. One major difference is my tracks are 3-lanes wide instead of 5. All tracks run clockwise. Here is a pre-made world with all 4 tracks and minimal decals marking track number and starting lines: https://steamcommunity.com/sharedfiles/filedetails/?id=2904960415 My personal lap times: - Track 01: 0:30 - Track 02: 2:09 - Track 03: 2:33 - Track 04: 2:20 My lap times were set from a running start, using the same creation without any tuning or modifications between tracks. So ideally a track-specific creation should be able to beat my lap times. My creation for reference: https://steamcommunity.com/sharedfiles/filedetails/?id=2904584211 Creation rules: - Max length: 24 blocks. - Max width: 15 blocks. - Max height: 10 blocks. - Dimensions are measured off the lift. Creations may be larger on the lift as long as it can be somehow spawned onto the lanes. - Unlimited rollers. - Rollers have to stay within the max dimensions. - Rollers cannot be driven. - 4 sets of wheels. What counts as "wheels" is fluid, as long as it's spins (same goes for rollers). - All 4 wheels must be driven (else it wouldn't be 4WD). - You may use any "power source" (gas engine, electric engine, controller, piston, etc) to drive the wheels. - Seat is optional. The player must be able to start the creation with an externally accessible switch/button. - If a seat is used, the player must not actively control any aspect of the creation mid-race. - No thrusters. "Soft" rules: - Vanilla parts only. - No blueprint editing. In-game exploits allowed. - No Glitch Welder Mod Tool usage. Regular in-game glitch welding allowed. - No infinite stabilizers (it hurts more than it helps anyway). Weak suspension glitches are OK as it helps to mitigate Scrap Mechanic’s sometimes-wonky-bouncy-physics although, my creation has none and it still works fine for the most part. I’m also allowing weak suspension glitches because it can be hard to differentiate between intended and unintended use as stabilization when creations have “fancy” suspension setups (i.e., double-wishbone, etc). - No logic automation. Having any sort of logic automation can make the tracks a little too easy. I may add more difficult tracks later specifically for complex automated creations. Purely mechanical systems are allowed. *Rules are not set in stone as of yet. I’ll consider the above as ruleset version 0.1. I am open to suggestions for modifying/refining the rules.
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