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Need For Speed Forums => Editing Projects => Topic started by: pete9516 on Jan 27, 2026, 12:13 PM

Title: Topic about fixed nfs4 cars
Post by: pete9516 on Jan 27, 2026, 12:13 PM
I want to create this topic here so i can share cars that i've fixed in the best manner that i could. Hate it or love it. If you love it, make sure to follow this thread so you're being notified about another car that got fixed. I like to fix anything which is not about the quality of a car model or showcase specifications, since there's simply not always data available and i can't do models and UV mapping. But i can do everything instead and i want to share this stuff here. Uploading them as actual car addons would result into a total mess and most authors probably wouldn't want that (including me). There's also gonna be posts where i update a car (for example add engine sounds, etc.)
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jan 27, 2026, 12:18 PM
First fix to be shared here is noise's Alfa Romeo Canguro.
Fixes:

Car.fce:
- Fixed head's axis
- Merged spoiler part with :HB, since it only are windshield wipers and interior rear view mirror which is not supposed to be a removable part if you ask me

- Completely revamped carp.txt (more authentic/realistic, but 0-60 times might not match (if there's even data available on the net))

- Fixed dash.fce's RPM needle since the carp.txt has been recreated (much thanks/credits to Butch for creating the dash view)

- Added missing fedatas

- Changed from class B to class A

- Fixed the car's textures, so you can choose custom colors

EDIT: The stock red color might be a little brighter now due to the fact that the texture is now transparent and uses color values from car.fce instead the one from the actual texture
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Jan 27, 2026, 12:19 PM
Wow that's useful, thanx Pete!
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Jan 29, 2026, 1:56 PM
Quote from: EvoX on Jan 27, 2026, 12:19 PMWow that's useful, thanx Pete!
Thanks, i hope it WiLL!!
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 03, 2026, 7:25 AM
Another dead fart of my melancholy/nostalgia brain: The 1992 Chrysler Dynasty from Richard P:

- Centered the car.fce. It's wheels have been a bit underneath the road surface
- Completely revamped carp.txt. Used the following for a fix: https://www.automobile-catalog.com/car/1992/683690/dodge_dynasty_3_0l_v-6_automatic.html
- Removed the Pursuit Chevy Camaro's fedatas and duplicated the one Richard p has made
- Added a video wall out of the 2 pics Richard has set up as a mod website picture on nfs-cars.com (nfscars.net)

Unfortunately, it doesn't have a driver and steering wheel. When i'll ever be able to add parts and UV map them, this might get an update.
There's also been a 2.5L 4 cylinder, but as it seems the most common engine+transmission has been the above one with the link

After reading his readme.doc, i've totally seen myself in this car mod. I've once owned a wine red Golf 3 Variant 1.6L, it was about in the same physical state as his Chrysler, the clear coat's been missing from all over the parts, it's had it's flaws in general, but it could bring me from A to B and it was a beautiful car to drive due to it's age. Like a good wine ;D One day, i want to create my car (which i don't have anymore due to it having had too much rust (RIP) for nfs4 just like Richard p has done)

Here's the original version with additional description which is not present in the archive's readme.doc:
https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/5658/
Title: Re: Topic about fixed nfs4 cars
Post by: Paul Spain on Mar 03, 2026, 11:02 AM
Ah, Dodge Dynasty..When I lived in Zeigler one of my Cousins had one..Funny thing with it..It had no brake/tail lights..So his father in law rigged up a switch and put it on the dash, When ever you'd come to a STOP sign just flip the switch, Then when you're moving again flip it back 🤣..He got pulled over and was busted driving on a suspended license one time and I had to go over to the P.D. and get his car and drive it back to his house for him so it wouldn't go to impound. Some years later I had to do this again but this he had Dodge Colt stick shift, I told the cop I can't drive a stick and he's like 🙄..I'll follow ya bud..well after much Rrrps, jumps, and stalls I got it there and the cop was like 🤣.
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Mar 03, 2026, 11:43 AM
Wish we had more free time for our great projects...
Good luck on the car.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 03, 2026, 11:46 AM
Quote from: Paul Spain on Mar 03, 2026, 11:02 AMAh, Dodge Dynasty..When I lived in Zeigler one of my Cousins had one..Funny thing with it..It had no brake/tail lights..So his father in law rigged up a seich and put it on the dash, When ever you'd come to a STOP sign just flip the switch, Then when you're moving again flip it back 🤣..He got pulled over and was busted driving on a suspended license one time and I had to go over to the P.D. and get his car and drive it back to his house for him so it wouldn't go to impound. Some years later I had to do this again but this he had Dodge Colt stick shift, I told the cop I can't drive a stick and he's like 🙄..I'll follow ya bud..well after much Rrrps, jumps, and stalls I got it there and the cop was like 🤣.
omg best story Paul. Thanks for that. I'm totally jealous that you've driven a Dynasty once. I wonder how's the handling been
Title: Re: Topic about fixed nfs4 cars
Post by: Paul Spain on Mar 03, 2026, 1:50 PM
Quote from: pete9516 on Mar 03, 2026, 11:46 AM
Quote from: Paul Spain on Mar 03, 2026, 11:02 AMAh, Dodge Dynasty..When I lived in Zeigler one of my Cousins had one..Funny thing with it..It had no brake/tail lights..So his father in law rigged up a seich and put it on the dash, When ever you'd come to a STOP sign just flip the switch, Then when you're moving again flip it back 🤣..He got pulled over and was busted driving on a suspended license one time and I had to go over to the P.D. and get his car and drive it back to his house for him so it wouldn't go to impound. Some years later I had to do this again but this he had Dodge Colt stick shift, I told the cop I can't drive a stick and he's like 🙄..I'll follow ya bud..well after much Rrrps, jumps, and stalls I got it there and the cop was like 🤣.
omg best story Paul. Thanks for that. I'm totally jealous that you've driven a Dynasty once. I wonder how's the handling been

It handled great but as I said it had no brake/tail lights, had to activate those separate via the rigged up toggle switch which was nothing more than a household wall switch wired up to them 🤣. I miss that car, It was a deep dark Silver Blue color.
Title: Re: Topic about fixed nfs4 cars
Post by: LRF on Mar 04, 2026, 6:01 AM
I don't know if you accept requests or suggestions Pete, but maybe you could look into these 2:

- Plymouth/Dodge Sundance by Richard P (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/5827/)

- Toyota Celica Twin Cam Turbo (TA64) by Beowulf (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/3713/)

Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 05, 2026, 3:30 AM
@LRF: These are definitely some good candidates. When i find the time & WiLL, i'll fix these 2. For now, here's just a fixed car.fce for the Toyota:
- Made the plain steering wheel (basically a disc) rotateable
- Centered axles from the wheels
- Centered whole car.fce with FCE Centerer

This car still needs a driver and a good carp.txt in combination with a new class to put into.

EDIT: Today i've managed my first driver attachment to a car mod. Unfortunately, it doesn't feature the custom opponents' hair and skin feature as it's soo complicated to understand and this car doesn't come with any color. There has to be some space in the texture so i won't be able to do this on every car mod.

- Added EA's stock driver
- Duplicated fedata.eng to all other languages
- Removed EA Corvette's stock colors given by Zanoza Modeler upon exporting since it has no coloring texture
Title: Re: Topic about fixed nfs4 cars
Post by: Paul Spain on Mar 05, 2026, 1:54 PM
Quote from: LRF on Mar 04, 2026,  6:01 AMI don't know if you accept requests or suggestions Pete, but maybe you could look into these 2:

- Plymouth/Dodge Sundance by Richard P (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/5827/)

- Toyota Celica Twin Cam Turbo (TA64) by Beowulf (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/3713/)


Did you try moving the wheels in CarCad, centering them in FCE Finish 2, and then centering the whole thing in FCE Centerer yet? That might fix the Celica. Or does the wheels look normal in CarCad, Fce Finish 2, ZMNodeler,ect. ?
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 06, 2026, 1:27 AM
Quote from: Paul Spain on Mar 05, 2026,  1:54 PM
Quote from: LRF on Mar 04, 2026,  6:01 AMI don't know if you accept requests or suggestions Pete, but maybe you could look into these 2:

- Plymouth/Dodge Sundance by Richard P (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/5827/)

- Toyota Celica Twin Cam Turbo (TA64) by Beowulf (https://www.nfs-cars.com/need-for-speed-high-stakes/2/files/view/3713/)


Did you try moving the wheels in CarCad, centering them in FCE Finish 2, and then centering the whole thing in FCE Centerer yet? That might fix the Celica. Or does the wheels look normal in CarCad, Fce Finish 2, ZMNodeler,ect. ?
They look normal everywhere, it's just their axles not being centered that's all
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 09, 2026, 7:25 AM
Porsche 911 Carrera (993) from C-959:

car.fce:

- Centered with FCE Centerer (duh)
- Centered driver's and head's axles
- Rearranged head's position
- Added license plate dummies
- Fixed lights getting black when cracked => no cracks nomore :(
- Fixed left and right rear mirror's polygons, they've been using body colors, i've removed the UV mapping and made them semi-transparent
- Added :OLM and :ORM parts

dash.fce:

- Fixed dash needles for new carp.txt

car.viv:

- New more realistic carp.txt based on the original one. I was impressed how accurate the original carp.txt was.
- No class change as class A was the proper class to put this car into

Very lovely car. I'm not impressed by the head lamp's texture, but it's still ok
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 12:00 AM
Donnie Briscoe's Mitsubishi Galant VR-4 '99 D-Tuning:

CARP.TXT:
- Fixed opponent acceleration tables and top speed parameter for future update of gameplay/physics modification

CAR.FCE:
- Remapped some stuff, missing sunglasses from driver, remapped special face which was present in the texture, but not actually mapped to the car.fce
- Added driver animations
- Fixed axles, etc.

DASH.FCE:
- Centered with FCE Centerer as it's been too low
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Mar 31, 2026, 12:44 AM
Cool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't intend a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
Title: Re: Topic about fixed nfs4 cars
Post by: LRF on Mar 31, 2026, 4:56 AM
I should've made this post earlier, but here it is.

Another low-poly car, that needs to be paid attention is the Hurst/Olds Oldsmobile by an Unknown creator.

The only issue I encountered with it, is the hood tachometer is wrongly placed, and not working correctly.

I don't have screenshots of the interior sadly, but here is the car.
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Mar 31, 2026, 5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 3:00 PM
Quote from: EvoX on Mar 31, 2026,  5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
I am, but it doesn't make sense to fix a fictional car's performance which doesn't exist in real life. What performance should i give it? 250km/h? 300km/h? 350km/h? 400km/h? Or even 496km/h? Everything could be taken as performance. And i can't create 10 different performance versions for 1 single car which is fictional anyway. I won't take somebody else's car and place a random EA carp.txt into it so that it somehow has realistic performance. What is realistic on a fictional car? Nothing. I only fix carps on cars which are clearly meant to represent a specific real life car
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Mar 31, 2026, 11:53 PM
Toni Nappi's 1969 Hurst/Olds 4-4-2

What has been fixed:

CAR.FCE:
- Fixed underbody cover polygons. They had backface culling disabled. Now they have backface culling so you won't see those polygons when viewing from top to the bottom of the car
- Fixed driver/head animations, also fixed head's position and driver's hands
- Fixed steering wheel's UV mapping
- Removed lowpoly parts
- Centered with FCE Centerer

CARP.TXT:
- Remade (more realistic). Still class A

DASH.FCE:
- Fixed needles' and axles' positions

These fixes have been done for every upgrade
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Apr 01, 2026, 12:05 AM
Quote from: pete9516 on Mar 31, 2026,  3:00 PM
Quote from: EvoX on Mar 31, 2026,  5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
I am, but it doesn't make sense to fix a fictional car's performance which doesn't exist in real life. What performance should i give it? 250km/h? 300km/h? 350km/h? 400km/h? Or even 496km/h? Everything could be taken as performance. And i can't create 10 different performance versions for 1 single car which is fictional anyway. I won't take somebody else's car and place a random EA carp.txt into it so that it somehow has realistic performance. What is realistic on a fictional car? Nothing. I only fix carps on cars which are clearly meant to represent a specific real life car
I understand your logic. I think for this specific Galant (it's still not a fictional one, looks like a tuned JDM to me) some Mitsu circuit racing versions performance can be considered. I think this info can still be found. P.S. I like how PedroBLR sets the performance values for his upgrades. This might be an example for me) Used them in my online pack, too.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 01, 2026, 7:41 PM
Quote from: EvoX on Apr 01, 2026, 12:05 AM
Quote from: pete9516 on Mar 31, 2026,  3:00 PM
Quote from: EvoX on Mar 31, 2026,  5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
I am, but it doesn't make sense to fix a fictional car's performance which doesn't exist in real life. What performance should i give it? 250km/h? 300km/h? 350km/h? 400km/h? Or even 496km/h? Everything could be taken as performance. And i can't create 10 different performance versions for 1 single car which is fictional anyway. I won't take somebody else's car and place a random EA carp.txt into it so that it somehow has realistic performance. What is realistic on a fictional car? Nothing. I only fix carps on cars which are clearly meant to represent a specific real life car
I understand your logic. I think for this specific Galant (it's still not a fictional one, looks like a tuned JDM to me) some Mitsu circuit racing versions performance can be considered. I think this info can still be found. P.S. I like how PedroBLR sets the performance values for his upgrades. This might be an example for me) Used them in my online pack, too.
Yeah, that's where ideologies go their separate ways. I won't recreate carp.txt's on tuned or fictional vehicles. What am i supposed to do with all NUH Creations then? What if there is a car which got quite some unrealistic performance? Who even knows this on a fictional car. There's some problematic mods. For example, Memphis has created a "customized" E46 M3 which got a really cool model. But the carp.txt is not even close to an original E46 M3. It got way too short gears and simply not enough top speed. I'm thinking of redoing it, but still, it's his  very own customized version. I'll have to see what i'll do there
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Apr 01, 2026, 10:26 PM
For E46 you are free to go as about German cars you surely know much more than me... There is Zpectres M3 set which has a number of M3 variations up to the GTR, btw. Still, where I am 100 per cent in your camp, is that we shouldn't apply EA files in random order, i.e. one guy put a CLK GTR carp into a Lambo with no weight modification, not taking into account all the rest 😂
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 14, 2026, 10:36 AM
Givix' VOLGSTER

What has been fixed:

CAR.FCE:
- Fixed driver/head movements
- Fixed steering wheel's UV mapping
- Fixed position of license plate dummy
- Centered model with FCE Centerer

CARP.TXT:
- Remade opponent acceleration tables

FEDATA.XXX:
- Added missing entries

CAR00.TGA:
- Added missing alpha channel for steering wheel (didn't have transparency around it)

UPDATE:

CAR.FCE:
-Now the black windows has been fixed thanks to noise's information about the :OC part
Title: Re: Topic about fixed nfs4 cars
Post by: noise on Apr 14, 2026, 1:36 PM
Did you check if the OC part also has transparant Windows?

I remember trying to fix Windows of a car but without succes, turned out the OC part also had Windows.
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 14, 2026, 2:15 PM
Quote from: EvoX on Apr 01, 2026, 10:26 PMFor E46 you are free to go as about German cars you surely know much more than me... There is Zpectres M3 set which has a number of M3 variations up to the GTR, btw. Still, where I am 100 per cent in your camp, is that we shouldn't apply EA files in random order, i.e. one guy put a CLK GTR carp into a Lambo with no weight modification, not taking into account all the rest 😂
Thanks!!

@noise: Thank you so much for this information. I will check if that's the case and update it if i get it to work
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 28, 2026, 9:42 AM
DoomWarrior's Ferrari Tipo 166 Corsa Spyder '48

What has been fixed:

CAR.FCE/CAR00.TGA:
Tried to improve the model the best that i could by
- Adding a steering wheel
- Added a proper dash
- Rescaled the model as it's simply been too large
- Remodeled the wheel arches to be more accurate to the real car
- Gave the radiator grille body colors as there's been a model which uses body colors on the radiator grille (i think it was the 1948 one)
- Added driver/head animations

CARP.TXT:
- Completely remade. Almost realistic. Thankfully, this car exists at automobile-catalog.com. But i had to play with the gear efficiencies a lot to get a proper performance according to the data from the catalog

FEDATA.xxx:
- Added missing entries

Car mod's page:
https://nfsa.ca/c9684
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 30, 2026, 9:35 AM
Tomekk's Audi RS6 Avant:
https://www.nfsaddons.com/downloads/nfshs/cars/audi/313/audi-audi-rs6-avant.html

What has been fixed:

CAR.FCE:
- Fixed head's position
- Fixed driver's/head's animations
- Fixed position of 1 single vertice being part of the back seats which had a way off position

CARP.TXT:
- Completely remade based on original one which was really awful and values being way off

FEDATA.XXX:
- Added missing entries
- Changed from class AA to class A

DASH.FCE:
- Added simple dash based on the CAR.FCE

UPDATE:
- Better DASH.FCE
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Apr 30, 2026, 10:17 AM
Haha, that Volgster. I don't remember those things go above 200 even in their tuned versions😆We once almost killed ourselves trying to race a Z3 in a 3102 Volga. I'll look at what u did with its carp then, very interesting 🤣👍🏁
Title: Re: Topic about fixed nfs4 cars
Post by: pete9516 on Apr 30, 2026, 10:41 AM
Quote from: EvoX on Apr 30, 2026, 10:17 AMHaha, that Volgster. I don't remember those things go above 200 even in their tuned versions😆We once almost killed ourselves trying to race a Z3 in a 3102 Volga. I'll look at what u did with its carp then, very interesting 🤣👍🏁
I have to disappoint you comrade, i didn't change anything but the opponent acceleration tables. But you're free to apply your own changes to the carp.txt ofcourse
Title: Re: Topic about fixed nfs4 cars
Post by: EvoX on Apr 30, 2026, 11:10 AM
Haha ok. I thought there would be some NOS simulation on the Volga :D
Title: Re: Topic about fixed nfs4 cars
Post by: Paul Spain on Apr 30, 2026, 12:42 PM
Quote from: pete9516 on Apr 30, 2026,  9:35 AMTomekk's Audi RS6 Avant:
https://www.nfsaddons.com/downloads/nfshs/cars/audi/313/audi-audi-rs6-avant.html

What has been fixed:

CAR.FCE:
- Fixed driver/head's animations and parts' axles
- Fixed position of 1 single vertice being part of the back seats which had a way off position

CARP.TXT:
- Completely remade based on original one which was really awful and values being way off

FEDATA.XXX:
- Added missing entries
- Changed from class AA to class A

DASH.FCE:
- Added simple dash based on the CAR.FCE

You should make a Polizei for the pursuit edition, They love those Station wagons.