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#1
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by noise - Today at 4:45 AM
The Alfa90 was/is uploaded on nfscars by me. Like I mentioned in the description, the car was an unfinished project by Grungy Harry on SMcars website. The carp.txt I used was most likely an EA A class car.

I didn't bring it over to nfsaddons myself.
#2
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by EvoX - Jul 03, 2026, 11:13 PM
I jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
#3
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jul 03, 2026, 9:06 PM
Quote from: Herms on Jul 03, 2026,  9:01 PMThis must be the Alfa Romeo that was just uploaded on the site. These are very useful fixes. Thanks for sharing them Pete.
Thanks Herms, i'm glad if somebody downloads them. No it's a car that got uploaded here somewhere in 2024 by noise
#4
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by Herms - Jul 03, 2026, 9:01 PM
This must be the Alfa Romeo that was just uploaded on the site. These are very useful fixes. Thanks for sharing them Pete.
#5
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jul 03, 2026, 8:48 PM
Grungy Harry & noise's Alfa Romeo 90 2.5
What has been fixed:

CAR.FCE:
- Steering wheel was part of :OC, is now part of :OD
- Corrected driver animations and parts' axles,
- Fixed position of driver's head (was too far back)

CAR00.TGA:
- Added alpha channel for the main body color, so now it's colorable (no fixed color anymore)

CARP.TXT:
- Completely remade based on original one, was awful, still had very good handling, even with front drive ratio being 1,0 but performance was way off and even missing parameters in torque curve
EDIT: Wasn't that awful, the torque curve was pretty good, but had missing parameters still

FEDATA.XXX:
- Duplicated missing entries

Technically, this car is class C as it's performance is much weaker than EA's B class cars, but in High Stakes we're limited from B to AAA.
The damage model is weird but i can't make damage models yet
#6
Addon Requests / Re: MW installation with addon...
Last post by PackMan0 - Jul 03, 2026, 6:50 AM
Quote from: MoLiEG on Jun 30, 2026,  9:31 PMAs far as I know, you can't add cars with both Vlted and Ogvi. If you add a car with ogvi, you need to keep adding cars with that program.

As for the 1st problem, how many cars have you added to the game?
I tried adding the car first with VLTED to the fresh installation of NFS MW and it didn't work. Then I created new fresh installation of NFS MW and tried adding it with OGVI again without a success. So I tried adding only one car with only one of the methods to two different fresh installations of NFS MW.
#7
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jul 01, 2026, 10:51 AM
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack in the day I made the CARP.txt there was already enough information on the internet to get all the data right...
But my problem was always that NFS4 is sooo arcadish that it does not interpret them right. My approach was always to put in all the real values at first but then to fiddle around with them until the driving FEELS right and all the times 0-60, quater mile, half mile, etc are as correct as possible. Atleast on my 2 testing maps "Raceway 1" and "Deadly Outback" that were my basic reference tracks for that to get the CARP.txt comparable to all the cars I edited. But you are right: Making Carps was a little more difficult back in the day. We had no idea which values were used and which were not and had to test it out... I only used NFS-Wizzard to do them.

I wanted to make a V2 of this car for a long time now with the Interior and driver of the vanilla DB7 or with the ones of "NFSF1McLaren"s remake... well... maybe one day...  ::)

Those 2 tracks are way too short to test the top speed of a car. You have to test the top speed if you want the carp.txt to be precise.
I'd be happy about a version 2 of this car, but i'm already happy with the current interior and that iconic driver. What would have been cool would be a db7v.qfs for the Data/FeArt/VidWall folder :D
#8
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jul 01, 2026, 10:46 AM
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack in the day I made the CARP.txt there was already enough information on the internet to get all the data right...
But my problem was always that NFS4 is sooo arcadish that it does not interpret them right. My approach was always to put in all the real values at first but then to fiddle around with them until the driving FEELS right and all the times 0-60, quater mile, half mile, etc are as correct as possible. Atleast on my 2 testing maps "Raceway 1" and "Deadly Outback" that were my basic reference tracks for that to get the CARP.txt comparable to all the cars I edited. But you are right: Making Carps was a little more difficult back in the day. We had no idea which values were used and which were not and had to test it out... I only used NFS-Wizzard to do them.

I wanted to make a V2 of this car for a long time now with the Interior and driver of the vanilla DB7 or with the ones of "NFSF1McLaren"s remake... well... maybe one day...  ::)

I'm also only using NFS Wizard for editing them, but i use GIMP to get the torque values from the picture and a calculator to calculate all the values you have to calculate for the carp.txt
#9
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jul 01, 2026, 10:44 AM
Quote from: Cooya! on Jul 01, 2026, 10:32 AMAhh... Haha  =D
Rügenwalder?!?  :D
Ob Teewurst oder diese hier.. Oder die mit der Mühle.. EGAL
#10
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jul 01, 2026, 10:42 AM
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack in the day I made the CARP.txt there was already enough information on the internet to get all the data right...
But my problem was always that NFS4 is sooo arcadish that it does not interpret them right. My approach was always to put in all the real values at first but then to fiddle around with them until the driving FEELS right and all the times 0-60, quater mile, half mile, etc are as correct as possible. Atleast on my 2 testing maps "Raceway 1" and "Deadly Outback" that were my basic reference tracks for that to get the CARP.txt comparable to all the cars I edited. But you are right: Making Carps was a little more difficult back in the day. We had no idea which values were used and which were not and had to test it out... I only used NFS-Wizzard to do them.

I wanted to make a V2 of this car for a long time now with the Interior and driver of the vanilla DB7 or with the ones of "NFSF1McLaren"s remake... well... maybe one day...  ::)

Well it's pretty hard to calculate the gear speeds if you ask me. Also you had to have very precise gear ratio values and i'm not sure if they've been around all across the net like nowadays.. Anyway, getting the km/h values from automobile-catalog.com makes things much, much easier