Space Engineers

Space Engineers

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ORL Canyon Run Airplane Race - Omega Race League
   
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Type: World
File Size
Posted
Updated
1.276 MB
8 Aug, 2016 @ 4:26pm
8 Aug, 2016 @ 4:30pm
2 Change Notes ( view )

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ORL Canyon Run Airplane Race - Omega Race League

In 1 collection by Omega
Omega Race League
12 items
Description
Subscribe to the the official Omega Race League collection to download all of the maps and mods needed for the ORL race maps. The collection will be updated as more tracks are added!

If you like the map and the concept, please hit the thumbs up and leave a comment, it really helps get the map more exposure! More people playing means more races! And if you have any questions, complaints, or suggestions, ask away! Help me make my races better!

Make Space Engineers Fun Again!

Tired of the bugs that crash the game and make your intricate and ingeneous inventions blow up from even the slightest breeze? How about a beautiful, scenic airplane race? Let's make Space Engineers fun again!

Welcome to the Omega Racing League's inagural track, The Canyon Run! Be the first to fly your Wasp Racer through the checkpoints and to the finish line to win! The course begins with a dramatic countdown to the go signal, then you bob, flip, and weave your way in, out , and over beautiful cliffs, canyons, and mountains, before crossing the finishline in a shower of fireworks. The Canyon Run is ready and equipped for 8 players - just join the game and hop in one of the airplanes waiting on the runway.

Rules:

Fly through the 24 checkpoints along the approximately 7 minute long racecourse. You must fly within 50 meters of the checkpoint beacons centered within the rings. Try not to crash into the beacons.

1. Join the ORL faction and turn HUD signals to fully visible.

2. Rename and take ownership of the antenna called [NAME ME].

3. Turn inertial dampeners ON.

4. Copy your plane to your clipboard for the inevitable crash.

5. You must fly in FIRST PERSON!

6. To begin race, access ORL.Starting Line via antenna and trigger *RACE START*.


The Wasp Racer uses flight simulator style controls:
NO MOUSE
Pitch up: Num5
Pitch Down: Num8
Roll Left: Num4
Roll Right: Num6
Throttle Up: Forward (W)
(Airbrakes automatically engage when released)
Turn Propller on/off: 1
Manual throttle increase/decrease: 2 & 3
Parking Brake on/off: 8
Main Power on/off: 9

To change the numpad key bindings, select the timer block for the respective function you wish to change and scroll down to "Select an input to use" and pick your desired key binding from the drop down menu. Make sure to remove the existing keybinding.

WARNING: If you select an input that does a default function in the game, it will do both that function and the one you assigned in the timer block. (Example: if you set the Y key to the Pitch Up timer block, pressing Y will tell the gyroscope to pitch up, but will also turn off the aircraft's main power - the normal function of the Y key.)

Many thanks to the great modders who made this possible.

Thanks to Digi for the aerodynamic wings and the amazing control module mod which made flight simulator style controls possible, as well as the loop computers.

More thanks to TumbleTV for the fantastic Skyblade Propellers mod, to Creshh for the Small Ship Flight Seat mod, Prof.Liebstrumpf for the interior lights for small ships mod, Darth Biomech for the (DX11)Letters Mod, and MMaster for the Configurable Automatic LCDs script.

Digi - Aerodynamics - Wing blocks for planet atmosphere
Digi - Control Module - Basically key binding for ships (stable branch)
Digi - Loop Computers - accurately repeat programmable blocks
TumbleTV - "Skyblade" Helicopter Propellers
Creshh - Small Flight Seat (Large&Small Ship) (DX11)
Prof.Liebstrumpf - Interior Light for Small Ships
MMaster - Configurable Automatic LCDs
Darth Biomech - (DX11)Letters Mod

Download the original survival-ready Wasp here, the airplane that inspired me to make a racecourse.
Enjoy!
17 Comments
karm 21 Aug, 2016 @ 11:29am 
ah its fine, as u said, copy + paste XD
Omega  [author] 21 Aug, 2016 @ 11:27am 
Ugh really? They always spawned fine for me. I'll take a look at it in a bit, I may have to change it up and add landing gear or some other sort of connection point to keep them in one place.
Omega  [author] 21 Aug, 2016 @ 11:26am 
Yeah, I figured, I just wasn't sure if it needed replaced because Digi changed them or is abandoning the branches. I'll add a note about the possible error in the control module in case it happens to other people, and mention it to Digi to see if he has a fix. Thanks for the help!
karm 21 Aug, 2016 @ 11:24am 
oh, and when i spawn in the world, the planes are scattered on the runway.
karm 21 Aug, 2016 @ 11:19am 
*for
karm 21 Aug, 2016 @ 11:19am 
just a note, you dont need to install the mods for the world to work, the world has them installed fot you already.
karm 21 Aug, 2016 @ 11:18am 
thank you. it works.
Omega  [author] 21 Aug, 2016 @ 11:16am 
If that doesn't work, it looks like Digi went from doing a dev and stable branch for the control module to just one mod for both branches. Subscribe to this one instead - steam://openurl/http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=655948251

I'll put the new mod into the map later when I have a bit more time.
Omega  [author] 21 Aug, 2016 @ 11:11am 
Ah, I think I know what that is. Go into the planes control panel and find the "timer block stabilizer." Find the option currently set to "pressed" and change it to "released" and it should work. There seems to be an occasional bug with Digi's Control Module that I thought I figured out a work around for, but it seems not. For some reason, the control module likes to reset that option from "released" where it should be set to "pressed" which is the default. Let me know if that worked!
karm 21 Aug, 2016 @ 11:01am 
1. the controls are messed up, 2. the plane keeps flipping.