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Topic about fixed nfs4 cars

Started by pete9516, Jan 27, 2026, 12:13 PM

EvoX

Cool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I said hello, tough guy.

pete9516

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

pete9516

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

LRF

#18
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.
If you want to succeed, never give up and believe in yourself.

EvoX

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 said hello, tough guy.

pete9516

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

pete9516

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

EvoX

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.
I said hello, tough guy.

pete9516

Quote from: EvoX on Today at 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

EvoX

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 😂
I said hello, tough guy.