#7 Multi Purpose Ground Vehicles



RGM-102A Dagger Alpha by ReOns


User Friendliness:

The RGM-102A Dagger Alpha is a wonky experience, with the biggest difficulty in use of the vehicle stemming from very wonky drive controls and ECU oscillates often, with the starter engaging, making a racket and wasting electricity. The throttle axis is a reset, and above around 1/3 power the vehicle will slide a lot, meaning the best way to drive the vehicle is to use the in-game trim, which can be an issue if a quick stop is needed. No manual brake is present, and the brakes only get engaged if the throttle axis is close to zero. This combined with the low speed at which the axis resets itself can lead to not being able to stop in the desired spot. Other than that, putting on modules on the vehicle is nice and easy, as it comes with an empty flat bed. Very little equipment on the base truck is present, meaning crashing without the firefighting module can lead to a situation where other vehicles are required to help put out a fire or repair it. The interior view is not great, as the player sits pretty low in the truck, with their eyes level just above the dials. If the player's avatar is female, it's even worse, as their eyes would be level with the dials. Some buttons are unlabeled.
3.5/10


Performance:
The Dagger Alpha is an extremely fast truck. Without any payload, the top speed is about 260kph. With payload it's still plenty fast, with it never feeling like it's struggling to carry the container. It has 2800L of fuel, giving it a generous range of 1200km without a payload, and about 800km with. The turning circle is quite large, making it difficult to be able to turn within tight spaces. It also has issues with traction. When turning, the truck will slide about. The engine is completely sufficient, with plenty of power and no overheating issues. The Dagger Alpha has a poor approach angle, meaning when going over bumps at medium to high speeds, the truck will hit its bumper, breaking components.
6.5/10


Effectiveness:
5 modules are available for the Dagger, and in addition the flatbed is container sized, so normal in-game containers can be mounted on. There is unfortunately no system to put the container on the truck though. Each module does do their job, but some are not great. The coal container works well, but coal pieces can get stuck under the unloading door after the unloading process is stopped, but I must say that I like that it has a door like that in the 1st place. The fuel carrying container works well, but features no onboard pumps, meaning the source or destination must have pumps to use it. The ambulance module works well, but looks rather bland, with only pure white colors, even on the floor. The fire fighting module features a lot of equipment, but the pumps are very weak, resulting in very short water spray range, and the water cannons on top are difficult to use without external views. The bomb module however works flawlessly.
4.5/10


Design:

The design of the RGM-102A is quite clean. For lack of a better word, it's not noisy like other creations tend to be. The shape is basic and details on paintable signs work very effectively. It has brake lights, reverse lights, and left/right blinkers that light up accordingly, giving it an overall decent amount of detailing. The modules look appropriate, but bland.
7/10


Overall: 5.375/10


Feedback:

-ECU needs tuning, the RPM was fluctuating wildly
-Throttle axis should be adjusted or revamped, as it is difficult to maintain a good speed, or stop when desired
-Front bumper would often hit the ground. Raising it or stiffening the suspension might help in avoiding crashes.


PowerWagons by Ping


User Friendliness:
The Power Wagons are a set of 3 vehicles with several roles. Controls are very simple and self explanatory, although not consistent between vehicles. This is understandable although, as two of them are designed to fly, and have a control layout of an aircraft. Ground handling for the power wagons is rather odd, with the vehicles often ending up spinning in drifts, very slowly turning out of it. Once driving in a straight line it's fine. Once airborne they handle fine.
6.5/10


Performance:

With a top speed of around 30 m/s on the ground, and 80 m/s when airborne, the two flying power wagons can get out around in a speedy way. The engine is surprisingly efficient, providing 20 km while driving, and 30 km while flying with only 50 L of fuel. This range, while impressive for the amount of fuel, is rather underwhelming, especially considering that the vehicles cannot be refuelled.
Handling one the ground is not the best, as the vehicles tend to drift out, often having to stop to regain control. Air handling however is surprisingly good, with the classic airplane control layout, and a decent gyro, it holds the angles and has no nasty surprises for you.
5/10


Effectiveness:
As mentioned before, the different wagons have different roles, with the civilian version having a few seats and flight, military version being additionally armed with 2 light AC's and a top turret, and finally the racing variant. Unfortunately, the racing variant does not fly, and is not truly multirole. The civilian variant does ok as a personal transport, both in air and a bit less on the ground. The military variants 2 fixed light AC's have 100 rounds of incendiary rounds each, and are not terribly effective. The turret on top is even less so, having physics and clipping issues, making aiming rather difficult.
All 3 variants are somewhat usable in their roles, but not amazing.
3.25/10


Design:
All three vehicles are painted in different, very colourful designs.
The military variant is rather bulky, and has a certain look of dexterity.
Its green paint and roof mounted spotlight work in favour of the bigger vehicle and makes it look like an actual military vehicle. The red civilian wagon is very blocky, but also has a cool front design. The colours and shapes are rather basic. With some amount of detailing spread around the 3 vehicles. Some miss-colored blocks are present, most notably on the military wagons turret.
5/10


Overall: 4.9375/10


Feedback:
-The challenge was for a single multi purpose vehicle, not 3
-Improve ground handling, especially the wheelslip
-More fuel for more range would be great


EOT-2 Olympus by Dio

User Friendliness:
The Olympus is overall ok, but comes with a fair amount of jankiness. The steering is weird as it seems to exponentially gain steering angle, while being not sensitive enough initially. Often the steering would be much slower than expected and would result in running into a wall. The clutch axis on the seat is mislabeled as throttle, leading to some initial confusion. The brakes have both a seat bind and a button in the cabin which also leads to some confusion, as the brakes can be toggled on the seat and the button in the cabin won't do anything. The MLRS module was overall unintuitive and had an odd button layout, with some buttons not doing anything. The radar module was strange and the displays and how it actually functioned didn't make much sense. There are no useful ladders really on the vehicle. Seats or no clip need to be used to get on. When clutching in, it's very easy to stall the engine as the ECU for the engine limits the RPM to 900, which ends up making the engine feel very anemic.
3.5/10


Performance:

The Olympus top speed and handling is highly dependent on the module mounted, with top speed with no module being 125kph, and going quite a bit lower, with 62kph on the default MLRS module.
The vehicle comes with a large amount of fuel, nearly 11 tons, theoretically giving it a huge range. The main limitation of the vehicle's range however, is the engine cooling, severely limiting the practical range to only a few km (single digits of km with heavier modules) of travel before the engine self ignites.
Driving controls are rather janky, as mentioned before.
The vehicle handles terrain ok, so long as it's not loaded heavily. It can start slipping on some steeper roads.
4.5/10


Effectiveness:

Several modules are available for the EOT-2, including a hauling ramp, troop transport, medevac, MLRS turret and a radar installation.
The first 3 modules work mostly fine, with the only issue being some unmerged shelves in the medical module.
The MLRS and Radar modules on the other hand were rather confusing.
The MLRS turret could only be controlled manually, adjusting the pitch to only about 30 deg elevation, severely limiting the effective weapons employment areas.
Additionally, the axis were not clamped, and way too sensitive, meaning aiming was very difficult and if you moved your axis above the max elevation, you'd have to hold it down for a while as the axis came back into normal range for the turret.
The radar module was a weird one, with no references to where the target is in relation to the world, aside from the position and rotation of the vehicle, making it difficult to direct anything to the detected target. Additionally, some of the dials and gauges had their values swapped with each other, and the radar setup was a very odd choice. Main radar was used as a locking radar, and 2 basic radars as search radars, opposite of one might expect.
4/10


Design:
The design is very crowded, with lots of little details. It overall looks pretty decent, but messy. There are plenty of paintable indicators which make the Olympus much more interesting to look at, however, a side effect is that they cause lag in multiplayer. There are ladders which are placed singularly making it impossible to climb on. Each of the modules looks very distinct from the others and are easily identifiable. There are lights and indicators placed on the truck which respond with the corresponding inputs. Mud flaps behind the rear tires swing as the truck moves and are an overall pleasant addition. Overall an interesting and decent looking truck, at the cost of looking cramped and slightly awkward.
6.5/10


Overall: 4.625/10


Feedback

-Engine Cooling needs fixing.
-Engine feels sluggish, but could be fixed with a gearbox system.
-Steering is too slow, simply making the seat axis more sensitive would help.


Horus by IoQuack 


User Friendliness:
The Horus has basic controls that all respond as one would expect. The steering is solid and feels precise. The engine has plenty of power, but not too much as it never spins its wheels, barring under high power and steering angles. A backup camera is installed, making reversing without external view very easy. There are dials for engine RPS, Speed, and Fuel, however, none of them can be read while in the driver's seat, making them borderline useless. There is also no parking brake, meaning it is not possible to part on a slanted surface. The trunk button is mislabeled as it opens the hood of the car. The cruise control seems to sort of work. When enabled, it tries to hold its current speed, but ends up cutting off all power to the engine, meaning the engine will turn off then turn on again repetitively.
6.5/10


Performance:

The Horus handles well, with intuitive and responsive controls. With a top speed of 125 kph and a range of roughly 30km at that speed, it's enough to go across the sawyer islands a few times over. Given that it carries a little under 100L of fuel, it's rather efficient. Terrain handling is ok, with the vehicle climbing steep hills without any issue, aside from the occasional bottom out - body of the vehicle hitting the ground when suspension can't quite handle high speed over rocky terrain.
Cooling is an issue, as the radiator is not enough to keep it from getting too warm. Thankfully the engine controller will severely limit available power in order to prevent a fire. However, this will severely limit the performance of the vehicle.
5/10


Effectiveness:

While the Horus does well as a van, it's not really a multipurpose vehicle, as its only real role is transporting people. It could possibly fit some small mission crates in the trunk, but the equipment rack would likely have to be taken out to do that, as it is not merged with the rest of the vehicle. When it comes to equipment, the rack in the trunk has all the equipment on the vehicle, only storing an extinguisher, a torch, an SMG, and an extra SMG mag. It's enough to recover after a crash or two, but is severely underwhelming otherwise.
2/10
Design:
The design of the Horus is ok. It's a bland grey with some minor detailing around the vehicle, like a licence plate, brake lights etc. The shape is rather basic, and works decently well, with the exception of the hood. Its disruptive design is rather jarring to look at.
4.5/10


Overall: 4.5/10


Feedback:

-Overheating engine could be solved by adding a fluid pump and removing the water tank in the coolant loop
-Not a multipurpose vehicle. Could add a fluid tank filled with water and a fluid hose to act as a fire fighting vehicle
-Move the dials to a place where the tooltips can be read from the driver's seat.


All Mighty Taxi by B0MPS


User Friendliness:

The All Mighty Taxi is a very messy vehicle, with most modules having at least 1 big issue preventing it from being used effectively (or at all), like turrets inverted steering axis, doors not opening on the taxi wagons, inverted screens or the borderline impossible takeoff with the plane attachment. Some modules require infinite electricity to function.The taxi itself has excessive engine power, which allows it to pull a lot more than you, but at the same time makes it borderline impossible to drive straight if no module is attached.Control layout for driving itself is intuitive, but other than that the controls are difficult to figure out. Worst example of this is the turret trigger detaching the mounted gun instead of firing it.

2.5/10

Performance:

The taxi without any attachments is pretty fast, reaching a top speed of 125kph. Controlling it in turns is rather difficult without any modules attached, and several top mounted modules make it extremely top heavy. The aircraft module takeoff is extremely difficult to pull off, with most takeoffs ending in flipping over the front, and often damaging the vehicle to the point where the module detaches.
It handles towing most of the towable modules well.
4/10

Effectiveness:

Most modules have very big issues, preventing them from being properly used, with the only properly functioning module being the attack sausages (remotely controlled suicide cars). Because of this, several roles it tries to fulfil, cannot be done, severely reducing the effectiveness of the vehicle.
2/10


Design:

The design of the All Mighty Taxi is unique and generally alright. All the modules are themed like black and yellow taxis. There is a little in the way of detailing, with a couple paintable signs placed around, but overall it is a bit basic.

5/10


Overall: 3.375



Feedback


-**CHECK CONNECTION OF ELECTRICITY AND NUMBERS.** almost all of the issues could be fixed by simply checking if everything is working correctly.
-Be aware of mirroring monitors and inverse controls
-Test your creations (single player and in multiplayer)

BRDM-2 by ExploitBoss Secret176


User Friendliness:

The BRDM-2 gives the driver / commander a lot of options, at the cost of a cluttered cockpit. Several switch panels are present at the driver / commander station, making finding the correct switch a bit time consuming. Driving controls on the seat are intuitive and easy to use, but the driving switches are spread across the cockpit, making it again harder to find the thing you're looking for. Trigger setup is also rather odd, with 4 out of 6 of the seat binds being set to each hardpoints launch.

All switches are properly labelled, and systems present are easy enough to understand without specific instructions, making the vehicle easier to use. Getting onto the vehicle can be a little annoying, as the best way we found to get in is to use the padded seats on the back. Entrance hatch also opens in a weird direction.
5/10


Performance:

The vehicle turns smoothly on flat ground and has a good top speed of a little over 107kph using the turbo. It is also capable of offroading and can get onto high inclines with relative ease, sometimes it can get caught on the ground if not driving somewhat carefully though. The engine also has some issues and tends to turn off when accelerating or going into reverse. The engine also stopped working properly while in the water and we were not able to fix it without taking it back to the editor. The performance in water in general isn't the best, it is very slow, does not turn too well, and can flip rather easily.
7/10

Effectiveness:

The 4 9P148 missiles present on the vehicle have XML edited motors, which break the rules of the challenge. They are rather unreliable, often missing the target, but if they score a hit, they do good damage. The low visibility out of the driver / commander seat somewhat hinders the use of the vehicle. A radar present on the turret can somewhat offset it, aiding with finding targets. Mouse control of the turret allows quick and accurate pointing of the mounted munitions. The BRDM-2 can also transport personnel, which it does fairly well given its speed handling, and 8 seats, 4 inside, 4 outside. It can also tow lighter vehicles at low speeds.
6.5/10

Design:

The vehicle is based on the BRDM-2, and it hits the look very well.
The paintable signs add a very realistic camouflage pattern, which makes the vehicle look overall better. The romanian roundel stands out and is clearly visible over the beige, green and wood colours. Some neat little details for the top, including a jerrycan, a shovel and what looks to be a circĂșlar object. The XML edited objects give a very good shaped top rear cover. The vehicle possess rear brake and blinker, which adds to the realistic look.
8.5/10


Overall: 6.75/10--- disqualified because of performance enhancing XML was used. -> RULE Break


Feedback:

-Missiles have XML modded motors, therefore the missiles would disqualify the entire vehicle. We decided to still review it because of how much effort was clearly put into the vehicle, but rank it last, despite the score. Make sure to follow the rules next time!
-Engine would stall at times, and RPS was fluctuating. Tuning the ECU and drive system would benefit the vehicle greatly.
-The driver / commander station has a large number of switches and poor visibility, leading to a cramped feel. It's justifiable, as it is an APC, but reduce vehicle effectiveness.

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