Stunts Forum

Stunts - the Game => Stunts Questions => Topic started by: Overdrijf on January 24, 2007, 12:20:24 PM

Title: new cars
Post by: Overdrijf on January 24, 2007, 12:20:24 PM
I know there are cheat cars and a car booster, but are there ways to get a model of a car into stunts, thereby adding more unique cars? Has enybody done it? It would be fun to drive arround in your favorite stunts car and have it look on the replay like your favorite model.
On the other hand: stunts models aren't really accurate. The jaguar for instance looks really different from the real thing. (click (http://www.angelfire.com/sd/stuntspage/info.html)). Maybe it's better if you don't see your favorite car in there...
Title: Re: new cars
Post by: Krys TOFF on January 24, 2007, 01:27:17 PM
As far as we know, it is possible to add modified (tuned) cars, but no new 3D modeling, sadly.

About modified cars : beware because modified cars apply to 1.0 or 1.1 version. Those made for 1.1 seems to work with 1.0 (I tested some a few years ago) but those made for 1.0 do not work for 1.1 at all (game crash when trying to select the modified car).
Title: Re: new cars
Post by: 3DU4RD on February 25, 2007, 08:48:19 PM
hmmmm... I always fail to build new cars. when I'm going to race with them, it shifts to the 2nd gear and slows down
Title: Re: new cars
Post by: Krys TOFF on February 26, 2007, 10:29:42 AM
Quote from: 3DU4RD on February 25, 2007, 08:48:19 PM
hmmmm... I always fail to build new cars. when I'm going to race with them, it shifts to the 2nd gear and slows down
You're using car blaster tool ?
Title: Re: new cars
Post by: CTG on February 26, 2007, 03:03:14 PM
Only some great pipsqueaks could do good cars.
Title: Re: new cars
Post by: Duplode on July 04, 2007, 05:49:23 AM
I found this old "project", which I originally developed to help me understand gearing and torque curves, unfinished deep into my Stunts folder, so I decided to soften the rough edges and to publish the result. So, here you have the LWT-ZR1 GTC Mark I . It's a souped up ZR1, that performs somewhere between a Ferrari GTO and an IMSA car (both in terms of speed and handling), except with 6 gears. Now I invite you to be my beta tester!

PS.: Handling can be (rather) tricky, as I set the "curve adhesion" byte to 0. Originally it was 1, resulting in a sort of Audi-Melange hybrid, which was quite cool but a bit too easy to drive :P.

Notice: Since them the car was updated to Mark II specifications. You can find the new version here (http://stunts.mine.nu/forum/index.php?topic=2083.0)
Title: Re: new cars
Post by: Krys TOFF on July 04, 2007, 08:56:42 AM
Cool, a new car. :)
Is it designed for 1.1 or 1.0 version of the game (car files are not compatible for both versions) ?

edit : ok, it's for 1.1 as written in readme file. ;D
Title: Re: new cars
Post by: CTG on July 04, 2007, 10:10:46 AM
Great. But the best cheat car is obviously Melange.
Title: Re: new cars
Post by: Krys TOFF on July 04, 2007, 10:28:00 AM
Quote from: CTGGreat. But the best cheat car is obviously Melange.
Wait until you see the Formula 1 car I (try to) prepare for Stunts Career project. ;D
Title: Re: new cars
Post by: CTG on July 04, 2007, 10:30:53 AM
Still Melange... :D (it has perfect handling and high-speed - the two things I like in a car)
Title: Re: new cars
Post by: Mark L. Rivers on July 04, 2007, 07:23:48 PM

OK, I wanted to present it last week of july, but, after the replies of today in this topic, I don't want that it seems I begin today to develop a new car... So.. check Stunts Forum in next hours....  ;)
Title: Re: new cars
Post by: Krys TOFF on 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...
Title: Re: new cars
Post by: Chulk on 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.
Title: Re: new cars
Post by: Chulk on July 05, 2007, 05:15:36 AM
I have just seen Krys & Mark are also "inventing". Great, I can't wait to test them.
Title: Re: new cars
Post by: Krys TOFF on July 05, 2007, 08:56:47 AM
Check  this post (http://stunts.mine.nu/forum/index.php?topic=1993.0) Chulk and you'll see Mark's car. ;)
Title: Car colours
Post by: Duplode on 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...
Title: Re: new cars
Post by: CTG on 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...
Title: Re: new cars
Post by: 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)...
Title: Aerodynamical data on CAR*.RES
Post by: Duplode on February 20, 2008, 11:20:54 PM
While doing the tuning for a new project (http://forum.stunts.hu/index.php?topic=2111.0), 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  :)
Title: Re: new cars
Post by: 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...
Title: Re: new cars
Post by: Krys TOFF on February 21, 2008, 09:32:40 AM
Cool, keep up the good work duplode. ;)
Title: Re: new cars
Post by: 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  :-[
Title: Re: new cars
Post by: 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!
Title: Re: new cars
Post by: Duplode on 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? :-\
Title: Re: new cars
Post by: Ayrton on 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...
Title: Re: new cars
Post by: Krys TOFF on 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). ;)