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#1
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 10:51 AMQuote from: Cooya! on Today at 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...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.
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'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

#2
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 10:46 AMQuote from: Cooya! on Today at 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...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
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...![]()
#3
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 10:44 AMQuote from: Cooya! on Today at 10:32 AMAhh... HahaOb Teewurst oder diese hier.. Oder die mit der Mühle.. EGAL![]()
Rügenwalder?!?
#4
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 10:42 AMQuote from: Cooya! on Today at 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...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
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...![]()
#5
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by Cooya! - Today at 10:32 AMAhh... Haha
Rügenwalder?!?
Rügenwalder?!?

#6
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 10:31 AMQuote from: EvoX on Today at 10:16 AMWelche anderen Autos möchten Sie verbessern, PeteYES.![]()
#7
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by Cooya! - Today at 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...
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...
#8
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by EvoX - Today at 10:16 AMWelche anderen Autos möchten Sie verbessern, Pete
#9
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 10:01 AMQuote from: Cooya! on Today at 9:42 AMAlthough I think you should have ask for that before... I am totally fine with it.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![]()
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.
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 #10
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by Cooya! - Today at 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 depth. ...And then I textured the driver to this subtile "black man".. I 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.
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 depth. ...And then I textured the driver to this subtile "black man".. I 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.