Stunts Forum

Stunts - the Game => Custom Cars with Stressed => Topic started by: CTG on November 07, 2012, 06:17:19 PM

Title: Ikarus 260
Post by: CTG on November 07, 2012, 06:17:19 PM
Engine is ready, some physical parameters should be fixed in RES file (like wheel positions or rev needle - now it has a Corvette dashboard). 3D shape is almost ready, the usual "why do I see the left wheels from the other side" issue has to be solved.
Title: Re: Ikarus 260
Post by: Oscar on November 07, 2012, 11:22:36 PM
Good job  :o
Title: Re: Ikarus 260
Post by: CTG on November 08, 2012, 10:43:34 AM
New problem appeared during the dashboard test: Stunts says "Out of memory". When I try to open the .vsh file again after that, the whl1, 2, 3 modules are screwed up.
Title: Re: Ikarus 260
Post by: CTG on November 08, 2012, 09:19:14 PM
Dashboard 1.0 (numbers will be white, but now I still have to avoid the usual stupidity of Paint...)

(http://busport-online.hu/gal_mf/akd562mf.jpg)
Title: Re: Ikarus 260
Post by: Duplode on November 09, 2012, 12:51:32 AM
New problem appeared during the dashboard test: Stunts says "Out of memory". When I try to open the .vsh file again after that, the whl1, 2, 3 modules are screwed up.

Lazy, unsubstantiated guess: did you make the bitmaps larger than they originally were?

Dashboard 1.0 (numbers will be white, but now I still have to avoid the usual stupidity of Paint...)

The "menetlevél" chart is a nice touch!
Title: Re: Ikarus 260
Post by: CTG on November 09, 2012, 01:17:06 AM
Now "only" the needles are left. It seems they mustn't be in the mentioned region, but it can cause some minor display errors (choosing larger ins2 than 200 X units... well... it screwed up heavily).
Title: Re: Ikarus 260
Post by: dreadnaut on November 09, 2012, 01:07:04 PM
Can we race with the bus, this weekend? ;D
Title: Re: Ikarus 260
Post by: CTG on November 09, 2012, 01:39:30 PM
Can we race with the bus, this weekend? ;D

It would be the worst race ever (0-60 mph: 28 s, Default test lap: 2:29).
Title: Re: Ikarus 260
Post by: dreadnaut on November 09, 2012, 04:16:13 PM
We just need a very short track, and it will be proper endurance (and patience)
Title: Re: Ikarus 260
Post by: CTG on November 10, 2012, 12:17:42 AM
Not the best quality, but still... ;)

http://www.youtube.com/watch?v=hWSjJCPYO5k
Title: Re: Ikarus 260
Post by: Duplode on November 10, 2012, 04:06:54 AM
Fabulous video! I don't know what I like best: the fine-looking large vehicles, the perfect synchronization or the changes in the track elements  8) 
Title: Re: Ikarus 260
Post by: Chulk on November 10, 2012, 05:26:56 AM
Nicely done! I love the colour on piano sections you used in corners!! And the plane just looks amazing, I wonder how and overtake would look...

PS: Looks like the bus driver is from my town, taking corners over 60 km/h
Title: Re: Ikarus 260
Post by: CTG on November 10, 2012, 08:28:47 AM
Too bad, the Boeing 747 is the only one with ~30% scaled down size (I tried the same video with the ~1400 units long AN-225, but it was simply annoying).

After the early enthusiasm, I checked the replay and the video again. Things that should be fixed:

.RES: mass (stupid /me, 1 smu is not 100 kg, but 45 - it means 187 smu instead of the current 85...), wheel positions (forgot it somehow), grip (should be decreased a bit, the real Ikarus 260 can't complete a sharp turn at 80 km/h); minor: speedometer needle is too short between 80 and 100 km/h
.PVS: steering wheel movement (the ins2 bitmap seems to be too big)
.3SH: "transparency" of the bodywork (right wheels are visible from the left - through the left wall of the bodywork)
Title: Re: Ikarus 260
Post by: BonzaiJoe on November 10, 2012, 12:09:38 PM
Not the best quality, but still... ;)

http://www.youtube.com/watch?v=hWSjJCPYO5k

Truly amazing!

Anyone else noticed the pirate ship?  ;D
Title: Re: Ikarus 260
Post by: CTG on November 11, 2012, 03:12:25 PM
.RES corrections:

- Mass and aerodynamic resistance both changed from 85 to 187, torque curve increased to ~220% (except idle value, as it was originally already ~180). It caused slightly worse acceleration in first gear, I don't mind it (0-60 mph is ~1.0 s longer). At least it shows the more realistic performance of a 30 years old bus. :D

- Wheel positions seem to be more or less correct now (Z = +43 and -57 in 3D shape, ~ 3200 / -3200 in .RES file)

- Grip: decreased from 192 to 128 (as DUP wrote at wikipedia, cars starts to slide at ~70 mph when it's 256; ~150 mph with 512). However, cornering is still better than in real life. :D
Title: Re: Ikarus 260
Post by: Krys TOFF on November 18, 2012, 11:10:50 PM
CTG's video on YouTube with the bus and the plane made me think "what the hell is happening to good old Stunt ? :o

new bridges too, new kerb colour, funny arrow at dual way beginning... Are you all creating a brand new game ? :P
Title: Re: Ikarus 260
Post by: CTG on November 18, 2012, 11:13:52 PM
new bridges too, new kerb colour, funny arrow at dual way beginning... Are you all creating a brand new game ? :P

Don't worry, this is only my personal home version. :D

(since that, I made a bike and a roller ;D)

Title: Re: Ikarus 260
Post by: Krys TOFF on November 18, 2012, 11:17:54 PM
What about new trees ? And some other buildings (Eiffel tower for example :P)
Title: Re: Ikarus 260
Post by: CTG on November 18, 2012, 11:34:33 PM
And some other buildings (Eiffel tower for example :P)

Well... my parents' house is already there.
Title: Re: Ikarus 260
Post by: CTG on March 07, 2013, 06:03:21 PM
Beta version
Title: Re: Ikarus 260
Post by: Duplode on March 08, 2013, 05:14:20 AM
How excellent! Just drove a 3:00.50 lap on Default; it was very relaxing  :) Waiting for the next models from Unskilled Factory!  :)
Title: Re: Ikarus 260
Post by: Chulk on March 08, 2013, 05:35:23 AM
Downloaded, will take a look at it tomorrow.

BTW, can you upload the modified  elements? I like them a lot!
Title: Re: Ikarus 260
Post by: CTG on March 08, 2013, 06:55:05 AM
Chulk: soon, although it'll make the emulation worse (eats too much memory)
Title: Re: Ikarus 260
Post by: dstien on March 08, 2013, 09:40:14 AM
Hexcellent! I'd love to see this one in ZakStunts 2014. ;D
Title: Re: Ikarus 260
Post by: CTG on March 08, 2013, 09:50:46 AM
Hexcellent! I'd love to see this one in ZakStunts 2014. ;D

If you prefer flat tracks... :D
Title: Re: Ikarus 260
Post by: CTG on March 08, 2013, 10:48:23 AM
BTW, can you upload the modified  elements? I like them a lot!

Just realized that I mustn't publish them, because there's a pending surprise for Top Gear series (::)).
Title: Re: Ikarus 260
Post by: Chulk on March 08, 2013, 06:47:12 PM
BTW, can you upload the modified  elements? I like them a lot!

Just realized that I mustn't publish them, because there's a pending surprise for Top Gear series (::)).
You could publish the ones we saw in Ikarus vs Boeing video and keep the surprise hidden
Title: Re: Ikarus 260
Post by: CTG on March 08, 2013, 07:06:01 PM
BTW, can you upload the modified  elements? I like them a lot!

Just realized that I mustn't publish them, because there's a pending surprise for Top Gear series (::)).
You could publish the ones we saw in Ikarus vs Boeing video and keep the surprise hidden

Most of them are in the same file (game1.3sh or game2.3sh). However, I can export them into .obj format.
Title: Re: Ikarus 260
Post by: Duplode on August 02, 2013, 08:48:47 AM
I have just uploaded this bus to Southern Cross.
Title: Re: Ikarus 260
Post by: RacerBG on August 02, 2013, 11:41:37 PM
Not the best quality, but still... ;)

http://www.youtube.com/watch?v=hWSjJCPYO5k

Stunts world is getting really strange now. I though that before was strange... ;D
Title: Re: Ikarus 260
Post by: CTG on August 03, 2013, 09:20:35 AM
Modified elements cause a lot of trouble in the gameplay by making it dashed. Or even running out of memory.
Title: Re: Ikarus 260
Post by: Duplode on August 04, 2013, 08:23:30 PM
There is a subtle technical issue with the .RES file of Ikarus 260. I presume that the text data of the car was edited with stressed, and stressed reordered the resources in alphabetical order. The resulting file works perfectly well in both Stunts and stressed, but gibberish results if you open it in CarBlaster. Here is the .RES file with the resources reordered (stressed can do that) in a CarBlaster friendly order (simd, edes, gsna, gnam). It might be worth it to add a CarBlaster compatibility checkbox to stressed when opening CAR*.RES files.
Title: Re: Ikarus 260
Post by: CTG on August 05, 2013, 11:22:29 AM
There is a subtle technical issue with the .RES file of Ikarus 260. I presume that the text data of the car was edited with stressed, and stressed reordered the resources in alphabetical order. The resulting file works perfectly well in both Stunts and stressed, but gibberish results if you open it in CarBlaster. Here is the .RES file with the resources reordered (stressed can do that) in a CarBlaster friendly order (simd, edes, gsna, gnam). It might be worth it to add a CarBlaster compatibility checkbox to stressed when opening CAR*.RES files.

Thank you, I'll take care of that in the future projects.
Title: Re: Ikarus 260
Post by: CTG on December 28, 2013, 06:11:23 PM
http://www.origo.hu/auto/20131220-egy-ikarus-ami-negyven-eve-resze-az-utcakepnek.html?sec-2
Title: Re: Ikarus 260
Post by: CTG on December 04, 2019, 08:09:24 AM
Another camera view... BKV sent a retro bus this morning.