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#1
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 9:50 AM
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 Today at  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
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by EvoX - Today at 9:18 AM
Quote from: pete9516 on Today at  8:26 AM
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?
Quote from: pete9516 on Today at  8:26 AM
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?
Quote from: pete9516 on Today at  8:26 AM
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?
Probably 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:)
#3
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 8:27 AM
Quote from: noise on Today at  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
#4
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Today at 8:26 AM
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?
#5
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.
#6
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.
#7
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
#8
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.
#9
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
#10
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.