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#71
Custom Cars with Stressed / Caterpillar 789D
Last post by Foxpup - December 12, 2025, 08:30:24 AM
Introducing the Caterpillar 789D 200-ton mining truck, which I believe sets the record for the largest custom car in the game to actually be a car by some loose definition of the word. While most trucks this size use electric transmission (where the engine spins a generator which powers electric motors), the 789 series uses an entirely conventional mechanical transmission, making it behave remarkably similarly to any ordinary car. Unfortunately, it doesn't quite have the performance of one, and thus it has slight problems with certain stunt elements. It jumps as well as an elephant (ie, it doesn't at all), can't fit through the corkscrew the normal way (and even cutting it is dicey), however the loop is surprisingly doable (albeit barely) if you can get the machine close to top speed. Some of these performance problems are due to the machine's very short gear ratios, spaced tightly to take full advantage of the engine's torque rise, resulting in phenomenal low-end acceleration (and, in real life, hauling capacity up steep grades) at the cost of a dismal top speed of 37 mph.

Since the engine's peak torque exceeds the game's limit of 1024 ft*lb, I had to reduce the vehicles' torque, mass, and aerodynamic drag by a factor of 12. I also gave it a significantly higher idle torque than peak torque to simulate the stall torque multiplication of the torque converter, and a slightly higher max rpm than redline so it can get a little speed boost on ramps, making it a bit more dynamic without being too unrealistic.

Note that due to the vehicle's enormous width (22.4 feet) preventing it from fitting next to another vehicle on the starting line, you cannot race against AI opponents unless you use the replay-breaking truck-launch glitch. (Not that there's much point, though it is pretty funny to put Skid in the big Cat and watch him immediately wipe out at the slalom on Default because the AI doesn't take vehicle width into account...)

Layout: Rigid double-axle, front engine, rear-wheel drive
Engine: Caterpillar 3516C MEUI V-16 quad-turbo aftercooled diesel
Displacement: 78080cc
Peak torque: 8275 ft*lb @ 1200 rpm
Peak power: 2100 bhp @ 1650 rpm
Transmission: 6-speed
Empty machine operating weight: 300,000 lb
Nominal payload capacity: 415,000 lb
0-60 mph: Nope
Quarter mile: 29.45 sec @ 37 mph
Half mile: 53.30 sec @ 37 mph
Flat top speed: 37 mph
Real top speed: 49 mph
Power gear: No (bug-free)
Seating capacity: 2
Cup holders: 1
Colours: Canary Yellow, International Orange, Eco-wash Green, Corporate Slate
Price: $1,100,000
#72
Stunts Questions / Re: Introduction and some ques...
Last post by alanrotoi - December 11, 2025, 12:55:34 PM
Quote from: Foxpup on December 10, 2025, 04:37:42 AMThank you for confirming my findings, and for updating the wiki. Get ready for a new addition to the absurd novelty vehicle category very soon!

Hey I like that title! I'll wait for it. :)
#73
Custom Cars with Stressed / Re: Baronetti Payback
Last post by Spoonboy - December 10, 2025, 11:03:26 PM
@alanrotoi I have been driving the Payback and I'm loving it! It has stats that are all in fun ranges. Good acceleration, fast but not uncontrollable. And that dashboard! 🤩
What was your inspiration?
Looking forward to seeing this in R4K maybe.
#74
Competition 2025 / Re: ZCT293 - Symmetry
Last post by Matei - December 10, 2025, 09:12:40 PM
Attached another file. I didn't finish the track, but I managed an interesting move at 0:21, which was obviously not intended (sliding caused by handbrake). I attached only file rep2932, so the archive available above is also required. To watch it, copy rep2932 in directory replays and "c" can be pressed twice to change the camera and see car from outside.

https://www.youtube.com/watch?v=magxlQw1pzI

QuoteDid everyone see that? Because I will not be doing it again.
#75
Stunts Questions / Re: Introduction and some ques...
Last post by Foxpup - December 10, 2025, 04:37:42 AM
Thank you for confirming my findings, and for updating the wiki. Get ready for a new addition to the absurd novelty vehicle category very soon!
#76
France Stunts Championship / Re: FSC5 - PAU - december 2025
Last post by Duplode - December 10, 2025, 03:46:31 AM
Couldn't get any racing done this month yet, but I'll try and get a lap in at some point between Thursday and Sunday!
#77
Stunts Questions / Re: Introduction and some ques...
Last post by Duplode - December 10, 2025, 03:38:14 AM
Hello @Foxpup , welcome to this little corner of the Internet!  :D

On ride height: Repldump reports the height of the car (i.e. the vertical carstate coordinate) as a constant 8 in 3D shape units. If we make the straightforward assumption that the carstate position is the origin for rendering the 3D shape, your estimation is exactly right!

On wheels: Indeed, your description is right, and the Wiki was wrong. Though that's something we stumble at every so often, actually correcting the text somehow had always fallen through the cracks. That being so, I've just plastered a band-aid on the article (it still needs a replacement picture at least).

Looking forward to see your vehicle, do keep us updated!  :)
#78
Stunts Questions / Introduction and some question...
Last post by Foxpup - December 10, 2025, 12:54:09 AM
Hi, everybody! I'm Foxpup, a 37-year-old Australian small-time furry artist and retro gamer (don't ask about the contradiction between my age and my nickname, it's a long story). I first played Stunts way back in the early 90s, and have decided to get back into it having just discovered its modding potential. I've been fooling around with extreme values for performance parameters and having found the game engine to be reasonably well-behaved (by that I mean, no worse-behaved than usual), I have decided to implement a real-world extreme vehicle. I didn't really intend to at first, I just kinda got carried away. I'll inflict the results of my tomfoolery upon you just as soon as I get the 3D model and dashboard art done.

But first there's a couple of things regarding the 3D model that aren't apparent from reading the wiki that I'd like some clarification on.

First of all, when the bottom of a car's wheels are at y=0, the car appears to be floating in the air. Most of the original cars have their floorpan at y=0, and the bottom of the wheels between y=-1 and y=-6, and even they appear to be floating. Is the correct value of this "ride height" known or documented anywhere? It seems to be around -8 based on my experiments, but it's hard to judge visually with the game's limited resolution.

Also, am I crazy or is the wiki just completely wrong about the function of wheel vertices? As far as I can tell, a wheel's vertices actually just define the centre, top, and front/rear of the wheel's inside and outside surfaces. The rim/sidewall aspect ratio can't be changed at all. Is this why CarWorks completely corrupts the wheel shapes if you try to alter them with it?
#79
Chat - Misc / Re: Avatar Fight
Last post by Duplode - December 10, 2025, 12:21:11 AM
Taking a leaf out of Looping's book and changing my avatar to the Osasco logo for the length of the Club World Championship!

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#80
Competition 2025 / Re: ZCT293 - Symmetry
Last post by Matei - December 07, 2025, 01:32:27 PM
Attached replay, file rep293.tar.gz. Details in README_ZCT293.txt inside. Finished in ~2:30 with car 1.