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Topic about fixed nfs4 cars

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

pete9516

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

pete9516

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

pete9516

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

pete9516

#48
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

Herms

This must be the Alfa Romeo that was just uploaded on the site. These are very useful fixes. Thanks for sharing them Pete.

pete9516

Quote from: Herms on Today at  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