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Messages - pete9516

#1
Quote from: EvoX on Jul 03, 2026, 11:13 PMI 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.
I mean ofcourse you can't have realistic handling, but you can simulate the performance of a car really good in High Stakes. And i like performance physics in general, that's why i do it
Quote from: EvoX on Jul 04, 2026,  9:18 AMProbably I was not precise. I meant those tuned cars which could go about 600 kph or more) like that fantasy Audi from your last video. I guess that is too much. In this case I sometimes don't understand your position, too. Cuz u say carps should be precise as in reality. And then u make vids with totally unrealistic cars. As for race versions of Mitsus, Toyos and such, there are many. There are circuit versions that can go like a Ferrari. No need to argue. Then. I'm not this purist. If some values are incorrect but the car behaviour feels ok overall, nothing bothers me. Anyway, if someone likes messing with tables, and calculations, it's his logic, tastes differ and I'm also ok with that. It just takes huge amounts of time, and I prefer driving and getting pleasure from the game rather than counting values. That's just about me:)
I've already described that earlier: I'm not going to fix the performance of fictional cars which don't exist.
Yes that's the thing. Tastes differ. When i feel that the performance of a F40 mod is way too strong, i start bothering ;) It also bothers me when there's a driver model which doesn't have any animations or when the steering wheel is being part of the cockpit part. Or non-colorable cars.
And yes, i totally like messing with tables, i like doing calculations, it's what i had to learn for many years at school. Back then, it wasn't that cool, later, i became piano technician and i had to learn stuff like logarhythms and it was fun because it was for making a piano. Mathematics can be really enjoying if it's for the right intension. Also i like to have proper bots in this game ffs
And yes it takes huge amounts of time, but it's worth the input. If there's a modpack with properly made mods, i'm also down in playing modpacks. But if a modpack is just a collection of random mods not taken care of the overall quality of the mods itself, it totally turns me off playing those modpacks/mods. By the way the RT/10 you're driving in your new video got a fix from me from years ago xD Go and take the original carp.txt and you'll notice the difference hopefully. The original carp.txt was/is awful, as it's from Martin Leps. Not trying to be offensive here, it's just that there are people who can do good carp.txt's and there are people who've never been good at it. Therefore, those people have made beautifully made car models for example
#2
Quote from: noise on Jul 04, 2026,  4:45 AMThe 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.
That would explain some things. As for the carp.txt, it is some modified one
#3
Quote from: EvoX on Jul 03, 2026, 11:13 PMI 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.
Yes EvoX, that catalog is really trusted and correct. I think i've mentioned before that this data is very precise on the cars i own in real life and i'm capable of topping them out on the Autobahn and the values are pretty much the same.. It is the best resource for a data specifications catalogue for cars. IF the data is even there. Many car companies won't give data to him because they've yeeted it or too private or whatever. And to your 2nd question: You're moaning about me not fixing tuned cars' Carps because they're "too unrealistic" and at the same time you're asking questions about if it's worth to do accurate Carps.. Sometimes, i don't understand you pal
And to answer it: Yes, there is no sense in using badly made carp.txt's when you can have better ones. It's the same with models. When you can make good models, why make a bad one with bad UV mapping and bad geometry? If i'd have to choose a model (for a conversion for example) where 1 model is Ryuji Kainoh quality and the 2nd model is Memphis or Spectre or Team RSR or Watzelm quality, why would i use the Ryuji Kainoh one with worse proportions and low polycount?
#4
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
#5
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
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
#7
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
#8
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
#9
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
#10
Quote from: EvoX on Jul 01, 2026, 10:16 AMWelche anderen Autos möchten Sie verbessern, Pete =D
YES.
#11
Quote from: Cooya! on Jul 01, 2026,  9:42 AMAlthough I think you should have ask for that before... I am totally fine with it.  :)

Since the original model has no real interior but a superbasic "room" to the windowline originally everythink was just plain black inside. I wanted to give it the illusion of a complete interior and therefore I drew some textures that simulates light. ...And then I textures the driver to this subtile "black man".. I still thought that everythink was still dark enough that you would not notice the lack of animation on the driver but I was wrong. Back in the day I did not really care because I wanted to keep the polycount as low as possible. But now I think that a moving driver is always a good driver ;)
I still have no idea what was wrong with my "carp.txt" as I worked on it for quite a long time to get all the times right... but you surely have your reasons and I am fine with that.
Yes, technically i should have done that as you're an active member so i apologize for that. I just hope that my ideas of how a mod should be like WiLL be appreciated. Especially talking about the carps. Most old carp.txt's are trash if you ask me. automobile-catalog.com exists since 2010 and people had it very hard to make good carp's back in the early 2000's. So you can suggest that most of them aren't as good as when somebody in 2026 will remake them based on the specs found from automobile-catalog.com as their data is very realistic considering it fits to all the cars i've previously owned. 298km/h is the factory claim the DB7 Vantage can go, but the website has some kind of simulation app which is very precise. I can guarantee that for all my cars i've driven on the Autobahn at top speed. Your carp had a MAXrpm value of 7700 i think which is way too high as the torque curve from the site "only" goes up to 6500rpm. And the torque curve wasn't really good, it had too many values and 570Nm is 30Nm too high when looking at the torque curve from the website. The weight was a little bit too less and the gear efficiency curves weren't really well made. They have to go up linear instead of 5 low values and 6th value rising up into the sky. Also the Top speed (m/s) is outdated if you play with my delta patches and the opponent acceleration tables can never be good if you don't create them from scratch. It's just how it is. The model itself is very good, i only wanted the driver + socalled wheel :D to be animated. And i'm also totally fine with the interior. I know that modeling an interior must be a pain in the ass and it is exactly how you've described it that you can barely see that it's basically no real interior but that's totally ok
#12
Aston Martin DB7 Vantage from Cooya! and Tõnis Taru
What has been fixed:

CAR.FCE:
- Added animated driver & head parts

CARP.TXT:
- Remade, more realistic now (handling is still a bit shitty due to turn ramps, but i keep them original if they're not too low)

DASH.FCE:
- Fixed needles' positions due to new CARP.TXT
#13
Quote from: Butch on Jun 28, 2026, 10:02 PMUnterwegs ..... On the way ... 2
omg thanks for the Merc one!! It would have been missing.
#14
Hell yeah!!
#15
Thanks for being so annoying Cooya! lol