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Messages - Zapper

#1
Quote from: Cas on June 29, 2025, 05:48:59 PMDownloaded! :)
Glad to know! Enjoy!
#2
Quote from: KyLiE on June 17, 2025, 05:58:21 AMCongratulations on the release @Zapper! :D

Thank you @KyLiE !

Quote from: Duplode on June 21, 2025, 03:26:01 PM
Quote from: Zapper on June 16, 2025, 09:47:16 PMAn Stunts Wiki article has been updated and published about the release of the Zapper's Car Pack.

Great article! I have added some Default test results to it, including a comparison with DSI car laptimes.

Thank you @Duplode  for your tests on this car pack and their results, which now contribute to the enrichment of the article.
#3
Hello you all,

An Stunts Wiki article has been updated and published about the release of the Zapper's Car Pack.

#4
Quote from: Matei on June 10, 2025, 09:28:10 AMAre the 3D models free?

https://en.wikipedia.org/wiki/Free_Art_License

https://www.gnu.org/licenses/gpl-3.0.html

These 3d Models are "optimized" to be rendered by 4D Sports Driving / Stunts game (as much as possible).
I have no intention to monetize them, so they were released although not explicitly as a GPL license.
#5
Hi @Duplode the shared link you posted here is set to a localhost ;)

Here is the working one:

https://scr.stunts.hu/files/mods/ZapperOriginalCarPack_20250606.zip

Thank you!
#7
Stunts Modification Projects / Zapper's sound pack
June 07, 2025, 04:28:46 PM
Hello,

After several modifications studied and found in past years (view post) and some corrections to game's car sound effects, I compiled in a suitable command line installer (batch file) a way to choose from several car sound effects for 4D Sports Driving / Stunts for PC Speaker, Tandy and AdLib / Sound Blaster sound cards.

Just extract the contents of the attached zip file and (files and directories) into game's root directory, and run SOUND.BAT, to navigate using number keys as show below:

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Check it's "README.TXT" before for more information about it.

Enjoy.

#8
Hello you all,

I'm happy to announce that the Zapper "Original" car pack has finally sent to publishment on the ZakStunts Download Area!
Alternatively, here it is available and ready to download: You cannot view this attachment.  :)

Enjoy!
#9
Quote from: HerrNove on May 11, 2025, 11:12:06 PM@Marco just made a stream showing the car pack!

https://www.youtube.com/watch?v=kozjnQGmwng

A great testing session with the "master" @Marco that kindly stream taking a first ride with them all. This is car pack is almost ready to become published, stay tuned :)
#10
Quote from: Zapper on July 25, 2021, 12:44:03 PM
Quote from: GTAMan18 on July 25, 2021, 07:05:29 AMZapper, your V6 driver (ADENG1T3.VCE) sounds like a V10 with a Formula 1 car. So let's call it a Formula 1 V10 driver, okay?

Hi GTAMan18, if it's suitable as a V10 let it be also known as for this type of racing engines ;)

Hello,

Picking on a minor old topic, I was playing with bits of ENGIne chunk of AdLib's VCE file and was able to get a new F1 engine sound, more similar to V10, based on sound used in "Mario Andretti's Racing Challenge" Indy car.

For using the attached file just rename/replace the ADENG1.VCE file in game's folder.

Enjoy.
#11
Hi,

A new minor update to CarEdit3 has being released.
Here are the version 3.4.3 changes:

- Gears screen improvements allows the "approximation ratios" can be adjusted for simulation purposes;
- GFX screen corrections on coordinate's hint text;
- General simplification (showing cursor symbols) and reordering of key actions in screen's bottom bar.
- Credits added on program exit.

Attachment below.
#12
Hi,
More grip tests were carried out on the same tracks, but mirrored in order compare with previous results by considering an average lap times for each type of track surface.
With this approach its possible to negate any biased steering behavior bug interference, as far as I get.
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Here are all the lap times in "DRIFTM" and "DRIFT2M" tracks (ordered by asphalt path lap times on "DRIFTM"):
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As expected, on this mirrored tracks the lap times slightly decreases on ice surface path being mostly formed by left turning curves, and increases lap times by opposite cause in dirt surface.

PS: All cars were also tested with similar results between mirrored tracks on Mindscape 1990 game version.
#13
Quote from: Duplode on March 22, 2025, 12:24:00 AMOne way to eliminate bias that could be more convenient than e.g. reversing the tracks is testing on the Mindscape 1990 game version -- with it, left turns aren't faster than right ones.

I'll try if these new cars are loaded correctly in that version, or alternately, use same path in diferent surface type on distinct tracks.
#14
Hi,

Just to give some update, I begin grip tuning tests for all 11 original cars on 2 types of flat tracks, one high-speed with wider curves (named "DRIFT") and the other more shorter with twisty and tight corners (named "DRIFT2").

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As you can see from the screenshots taken with Bliss, for both track types there is a base asphalt path and two symmetrical paths on dirt and ice surfaces for better comparison although these can surely be biased by the game's steering bug.

For now I'm reaching the following grip values for all cars shown in the table below.
You cannot view this attachment.

These values are the result of "base grip" multiplied by their respective asphalt, dirt, ice and grass coeficients. Next to each car grip values are the respective lap times for track and type of surface path taken:
(The table is ordered by fastest DRIFT asphalt lap times.)

These adjustments take into account each car's engine layout (balancing), wheel traction, weight and stability control equipment (in the case of the NSX).
#15
@KyLiE , I completely agree given that the physical model has its shortcomings, as we well know, it is still quite capable of simulating through these adjustments for each car and not as something "stuck" within the game's engine.

These adjustments were reminiscent of when, in a game just 4 years younger, "The Need For Speed" had the collaboration of "Road & Track" magazine to help calibrate the cars to make them more realistic. So much that in the same game, it was possible to do acceleration and braking tests on the "Rusty Springs" track (using the F8 key) in order to show that accuracy.

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Such a clever touch that does justice to the simulation game it also intended to be, and much to the delight of racing sim fans like myself. :)