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Topic summary

Posted by Krys TOFF
 - February 21, 2008, 06:38:15 PM
Quote from: Ayrton
This is the parasite drag, i found this variable time ago and i did a funny ICC kart with it for closed circuits, i didn´t find the lift-induced drag (dowwnforce) variable and i think that it doesn´t exist in this game based on the handling of all the cars...
You made a tuned car Ayrton ? Please share it with us, I'd like to test it (and I'm probably not the only one). ;)
Posted by Ayrton
 - February 21, 2008, 04:38:48 PM
Quote from: Mark L. Rivers on February 21, 2008, 08:08:28 AM

Great Duplode, advanced car engineer!  :) I've just a question: may tuning the "new" parameter affect the grip in the curve...? It would be really interesting...

This is the parasite drag, i found this variable time ago and i did a funny ICC kart with it for closed circuits, i didn´t find the lift-induced drag (dowwnforce) variable and i think that it doesn´t exist in this game based on the handling of all the cars...
Posted by Duplode
 - February 21, 2008, 04:30:44 PM
Quote from: Mark L. Rivers on February 21, 2008, 08:08:28 AM
Great Duplode, advanced car engineer!  :) I've just a question: may tuning the "new" parameter affect the grip in the curve...? It would be really interesting...

Nice suggestion... doing a quick test it seems this parameter does not create downforce, just drag, cornering speeds being unaffected. Aero downforce is probably bundled toegether with the traditional (mechanical) grip parameter, as both have the function of defining how much centripetal (lat-g) force one has available to corner. Aero drag does, however, affects other stuff, such as how fast the car slows down without acceleration or brakes and limit speed on grass at each gear.
Speaking of grip, what I *really* would love to find are oversteer and understeer parameters, so dynamical behaviour on corners and slides could be modified... but that probably won't happen, as all cars seem to slide just like the same (at least in terms of over/understeer).

Quote from: Chulk on February 21, 2008, 12:43:25 PM
Quote from: BonzaiJoe on February 21, 2008, 12:19:09 PM
Quote from: Duplode on August 04, 2007, 05:51:48 AM
Just checked address 0x0004. Nice, but that's too bad the colour set definitions for each car are buried into the graphics files (and thus we're restricted to seven colours by car)...

If you delete the colour byte, will the car go black? Or invisible?

I don't know anything about programming  :-[
I was about to ask the same. And what if you put a different value that stunts doesn't know? Maybe something like thatcrazy horizon will happen to car colour, that would be cool!

Unfortunately guys there is no easy way to hack new colours... you can't truly remove a byte from the file (doing so would simply shift all other bytes one position to the "left"). Also, changing address 4h of the .RPL has very limited effects: 00 to 06 values will cycle through the usual colours of the car; while anything higher gets reverted to the default colour. Now, would it be that hard for DSI to add seven extra bytes to the CAR*.RES so any colour on a 8-bit (256 colour) pallete could be used, instead of hiding the definitions on the *.P3S? :-\
Posted by Chulk
 - February 21, 2008, 12:43:25 PM
Quote from: BonzaiJoe on February 21, 2008, 12:19:09 PM
Quote from: Duplode on August 04, 2007, 05:51:48 AM
Just checked address 0x0004. Nice, but that's too bad the colour set definitions for each car are buried into the graphics files (and thus we're restricted to seven colours by car)...

If you delete the colour byte, will the car go black? Or invisible?

I don't know anything about programming  :-[
I was about to ask the same. And what if you put a different value that stunts doesn't know? Maybe something like thatcrazy horizon will happen to car colour, that would be cool!
Posted by BonzaiJoe
 - February 21, 2008, 12:19:09 PM
Quote from: Duplode on August 04, 2007, 05:51:48 AM
Just checked address 0x0004. Nice, but that's too bad the colour set definitions for each car are buried into the graphics files (and thus we're restricted to seven colours by car)...

If you delete the colour byte, will the car go black? Or invisible?

I don't know anything about programming  :-[
Posted by Krys TOFF
 - February 21, 2008, 09:32:40 AM
Cool, keep up the good work duplode. ;)
Posted by Mark L. Rivers
 - February 21, 2008, 08:08:28 AM

Great Duplode, advanced car engineer!  :) I've just a question: may tuning the "new" parameter affect the grip in the curve...? It would be really interesting...
Posted by Duplode
 - February 20, 2008, 11:20:54 PM
While doing the tuning for a new project, I finally located the aerodynamical coefficient parameter that puts a cap on cars' flat-straightline top speed and high-gear acceleration. The ever-elusive byte has address 5Eh, two bytes before the torque curve - that is, right under our noses... :P Anyway, understanding how that parameter works is a crucial piece of information on overall comprehension of tuning; therefore you may expect some significant overhaul on the Wiki stuff about tuning anytime soon  :)
Posted by Duplode
 - August 04, 2007, 05:51:48 AM
Just checked address 0x0004. Nice, but that's too bad the colour set definitions for each car are buried into the graphics files (and thus we're restricted to seven colours by car)...
Posted by CTG
 - August 04, 2007, 01:44:17 AM
Color of the car can be changed in RPL file by a simple HexEditor, search for it in the archives...
Posted by Duplode
 - August 04, 2007, 01:25:51 AM
Out of curiosity: anyone knows where does RPLInfo reads colour data from? And by the way, was it ever tried to change colour sets of the cars? I'd love to drive the pink Indycars and black Speedgates that wander around on SDR site...
Posted by Krys TOFF
 - July 05, 2007, 08:56:47 AM
Check this post Chulk and you'll see Mark's car. ;)
Posted by Chulk
 - July 05, 2007, 05:15:36 AM
I have just seen Krys & Mark are also "inventing". Great, I can't wait to test them.
Posted by Chulk
 - July 05, 2007, 05:14:09 AM
Quote from: Duplode on July 04, 2007, 05:49:23 AM
I invite you to be my beta tester!
After giving it a quick test I liked it, but I'll try it more deeply in a few moments. Anyway it's great to see someone's creating new cars! I always failed when I tried to create McLaren F1 car.
Posted by Krys TOFF
 - July 04, 2007, 08:09:02 PM
Good, another new car is coming. :)

For info, my Formula 1 car goal is :
- indy external look
- indy dashboard with additionnal digital speedometer
- improved acceleration compare to indy (it's a "2002" version of F1 to celebrate the year I found the Stunts community, so it's a 3000cc car vith V10 engine, so a better horsepower and acceleration compared to V8 indy is required)
- powergear (main difficulty is to create a powergear effect that is not too irrealistic as the one of Knight Rider car or others like that)

But car is not ready so far...