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[REL|v1]F1 Cars

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sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#1

Posted 23 June 2004 - 01:14 AM Edited by sAdIsTiCmAcHiNe, 29 June 2004 - 05:57 PM.

http://www.gta-vice..../myriad/f16.jpg

http://www.gta-vice..../myriad/f17.jpg

Download...(z0r)

Snow Racer
  • Snow Racer

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#2

Posted 23 June 2004 - 01:58 AM

good gob! very nice

need missions smile.gif

and here cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

I see that only 2 people at this time (3:57 here) released their work

GTA3Freak-2001
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#3

Posted 23 June 2004 - 03:52 AM

Ok I've got problems, the cars won't move as in the've got no traction which also causes the cars to slide accross the road just by walking into them. Sounds like a handling problem to me.

TRN4L
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#4

Posted 23 June 2004 - 03:54 AM

i think thats a col problem, or the wheel size isnt set right....

GTA3Freak-2001
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#5

Posted 23 June 2004 - 04:07 AM

Well I would have thought its the traction bais settings due to the wheels just spinning on the spot and it sliding accross the screen when walking into it. The wheel size is already at a pretty large 0.85 so I doubt its that.

Dalpura
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#6

Posted 23 June 2004 - 04:08 AM

f*ckiNg SwEeT wOrK sAdIsTiC.

tounge.gif

Monitor57
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#7

Posted 23 June 2004 - 07:31 AM

verrry intreaging Sadistic, will download when i get home from skul biggrin.gif

Honey_
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#8

Posted 23 June 2004 - 11:17 AM

GOOD!!!!!!!!!!! cookie.gif cookie.gif cookie.gif

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#9

Posted 23 June 2004 - 01:06 PM

I forgot to add the colfile. sad.gif Fixed now.

BenMillard
  • BenMillard

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#10

Posted 23 June 2004 - 03:01 PM

This is the final straw. I absolutely MUST get PC access back so I can do the handling for this! tounge2.gif

Only real problems I can see is that the horizontal fins in front of the rear wheels shouldn't be flat, they should curve upwards to direct air smoothly over the rear wheels and onto the rear wing.

Hoodyear, Manborro...LOL!

BTW, how about thumbnailing those enourmous images, or just URL-linking them?

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#11

Posted 23 June 2004 - 03:54 PM Edited by sAdIsTiCmAcHiNe, 23 June 2004 - 03:56 PM.

The front fins are curved, but not much.

I used your 330 p4 handling as the base for this one. I just upped the acceleration so the car would be capable of a speed just over Schumacher's peak qualifying speed at Montreal this year.

GTA3Freak-2001
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#12

Posted 24 June 2004 - 01:34 AM

That handling to me isn't quite F1 enough, when turning you can almost flip the thing similar to a muscle car as it bumps around pretty badly even on flat road, the speed and acceleration is fine. Oh and I think we will need to change the sounds as the hotrina has more of a muscle sound. I know the hotring and hotrinb are fine sounding and could probably stay the same but the hotrina sounds wrong.

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#13

Posted 24 June 2004 - 02:37 AM

I didn't think changing sounds could be done.

If you can, we can get something more F1-ish.

Barton Waterduck
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#14

Posted 24 June 2004 - 08:21 AM

QUOTE (sAdIsTiCmAcHiNe @ Jun 24 2004, 03:37)
I didn't think changing sounds could be done.

If you can, we can get something more F1-ish.

Only problem with changing car sounds is that you change the sounds for all the cars using the same sound.

SPIDERS
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#15

Posted 24 June 2004 - 08:30 AM

color=redThe cars are cool man they are in my myriad/color=red

GTA3Freak-2001
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#16

Posted 24 June 2004 - 08:52 AM

QUOTE (Barton Waterduck @ Jun 24 2004, 17:51)
QUOTE (sAdIsTiCmAcHiNe @ Jun 24 2004, 03:37)
I didn't think changing sounds could be done.

If you can, we can get something more F1-ish.

Only problem with changing car sounds is that you change the sounds for all the cars using the same sound.

Yes your right but I just want the best for Myriad so it was only a thought. Anyway I think a better handling should be done as you know F1 cars use the opposite of what gives planes lift and so at speeds they really stick to the road which its not doing in the game at all. I know this is a game and doens't need to be realistic but it at least needs to feel somewhat like a F1 car.

GT-1
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#17

Posted 24 June 2004 - 10:58 AM

Few comments on the car over all great work.
But there is something strange about the back wing of the car, maybe its too thin on the sides (I cant remember the name of it) but seems off when turning.
I think it could do with the col been wider to compensate for the wheels because they dig into the ground alot when driving or the car tipping n its side.
The wheels look quite high poly the inner parts.
That readme was confusing, but I got it all done. You seemed to say add all files but not remove all the others some will get lost. But they should know what to do by now anyway.

Apart from that real nice work. I dont think the polycount should matter if its only used for special purposes which it is.

BenMillard
  • BenMillard

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#18

Posted 29 June 2004 - 05:45 PM Edited by Cerbera, 01 July 2004 - 04:29 PM.

QUOTE (sAdIsTiCmAcHiNe @ Jun 23 2004, 15:54)
The front fins are curved, but not much.

I used your 330 p4 handling as the base for this one. I just upped the acceleration so the car would be capable of a speed just over Schumacher's peak qualifying speed at Montreal this year.
I can normally guess pretty good handling setups because I've done so many that I managed to develop a pretty good intuition. Suspension and flags have to be calculated and I can't run EXE's on the library computers so I can't calculate them, but I can supply upper-lower limits and tell you what the "Effect" field is, as well as guess what sorts of flags should be set for you to apply in FlagStudio.

I wasn't talking about the front fins, I was talking about those flat ones just in front of the rear wheels. They are dead flat when they should have a distinct curve upwards to get almost level with the tops of the wheels. I'm online for about another hour, so I might come sort out a guessed handling. I guessed handling setups for Fragdieb's 911 Turbo and Speedster over at the Gouranga boards and he was over the moon with them.

F1 setups would need to be more refined so there would be a lot of me posting handling, suggesting some refinements and tolerances to play with and then you and the people who alpha test it (preferably people who are very familiar with my Vice Handling Overhaul and my handling style in general) could give feedback. Throwing PM's at me is the best bet because I don't have enough time to trudge all round the dozens of topics I am active in to see if there are replies that effect what I should be doing.


(EDIT) If you don't URL-link those images, or thumbnail them, I'm gonna throw a bloody fit! cry.gif

(EDIT2) I need to track down a handling line already posted somewhere so I get the attributes in the right order, I need SadMac's lower limit for the suspension so that I won't make it grind or look like an SUV. Then I'll have my shot in the dark at a handling setup for these. So far I've figured out that Engine Acceleration needs to be about 55.0, might make that 60 as it will be very light and light cars get reduced top speeds for some reason.
CODE
HOTRING         800.0 2.0 4.7 1.0 0.0  0.04 0.05 75 1.20 0.85 0.46 5 300.0 55.0 R P 5.5 0.62 0 22.5 0.25 0.05 0.25 0.60 35000 0.05 -0.05 0.50 0.30 2001 1 1
The suspension values are a total guess...as is most of the rest of it. Change the lower limit for the suspension to whatever it is your car uses and make the upper limit about 0.10 higher up. Then get MiniScaler and enter these values:-
CODE
Spring:
Upper: (your lower limit +0.10)
Lower: (whatever your lower limit is)
Effect: 60
Hit "Tab" and the blank Spring field will calculate the "Suspension Effect" for you, I guess around 0.25 as there is so little suspension movement. Switch mode to Damper, clear the top box (now labelled "Damper") and tab out of it and the value for that will be calculated and displayed. I estimated around 0.05 but it might be miles off.

Fine-tuning you could try yourself is changing CoM_Z to -0.05 instead of positive, that will reduce body movement. Chaning CoM_Y from 0.04 up to 0.02 higher or lower will change the balance of the car a LOT. Traction bias might need to be more like 0.47 and traction loss might need altering by up to plus or minus 0.05, depending on the acceleration and CoM settings you are using. Acceleration might be better at 60. Oh, brakes might have some more strength available before the lock the wheels on dry tarmac, although moving the brake bias up or down by up to 0.03 will help prevent the fronts or rears locking individually, maximising the braking force you can set.

Erm, have fun and see you tomorrow or somewhen. Now I hope people will have some idea how precise and fiddly doing handling setups actually are. *looks for someone whose name starts with L...*

Gforce
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#19

Posted 30 June 2004 - 07:28 PM

great work again sadistic, i've been looking forward to this release.....Nice cookie.gif

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#20

Posted 30 June 2004 - 07:30 PM

I've been trying to get Cerbera's handling to work, but the suspension is doing weird stuff.

Gforce
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#21

Posted 30 June 2004 - 07:37 PM

QUOTE (sAdIsTiCmAcHiNe @ Jun 30 2004, 19:30)
I've been trying to get Cerbera's handling to work, but the suspension is doing weird stuff.

i haven't installed this yet, but there was a Williams F1 car released last year you might want to try the handling file from that

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#22

Posted 30 June 2004 - 07:44 PM

I've got a decent one in, but Cerb's work could be nice.

Gforce
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#23

Posted 30 June 2004 - 07:50 PM

ahhh ok i understand now smile.gif

BenMillard
  • BenMillard

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#24

Posted 01 July 2004 - 04:32 PM Edited by Cerbera, 03 July 2004 - 02:01 PM.

QUOTE (sAdIsTiCmAcHiNe @ Jun 30 2004, 19:30)
I've been trying to get Cerbera's handling to work, but the suspension is doing weird stuff.

As I stated when I posted the draft handling:
QUOTE (Cerbera)
The suspension values are a total guess...as is most of the rest of it.  Change the lower limit for the suspension to whatever it is your car uses and make the upper limit about 0.10 higher up.  Then get MiniScaler and enter these values:-
CODE
Spring:
Upper: (your lower limit +0.10)
Lower: (whatever your lower limit is)
Effect: 60
Hit "Tab" and the blank Spring field will calculate the "Suspension Effect" for you, I guess around 0.25 as there is so little suspension movement.  Switch mode to Damper, clear the top box (now labelled "Damper") and tab out of it and the value for that will be calculated and displayed.  I estimated around 0.05 but it might be miles off.
I can't run the EXE programs I need to set up the suspension so you'll have to do it, I've given you instructions and links as best I can. If you follow what I have quoted the suspension should be fine, then you can see if the handling is alright, you could try some of the refinements I suggested and then post your reviews and suggestions.

Feel free to sling it to other people to test, as I can't test it myself I'll need as much feedback as possible. smile.gif


(EDIT) SadMac and myself can work on this via PM now, as I have another hour of computer session to figure out the settings with him.

(EDIT2) My session is about to expire, so here is as far as I got:
CODE
<-- see below post for updated version -->
The more people who test and give feedback, the better I can make it.

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#25

Posted 01 July 2004 - 05:43 PM

Here's Cerbera's handling with some flag tweaks he requested:

CODE
HOTRING            800 2.0 4.6 1.1 0.0 0.02 -0.05 100 1.50 1.00 0.46 5  325   70 R P 5.5   0.60 0 22.5 1.05  0.06 0.40    0 105000 0.125 -0.085 0.5  0.3     2193  1  1

BenMillard
  • BenMillard

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#26

Posted 03 July 2004 - 02:05 PM

QUOTE (sAdIsTiCmAcHiNe @ Jul 1 2004, 17:43)
Here's Cerbera's handling with some flag tweaks he requested:
Cheers SadMac. Have you had chance to test it out yet? Has anyone else? I should be able to get online on Monday, library is closed on Sunday. Without seeing the feedout from MiniScaler I can't be confident about the suspension settings, so if someone can post that as a code sample or have a screenshot showing the damper setting and another for the spring setting that would be killer.


iRloading
  • iRloading

    Kool Kid Krew

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#27

Posted 03 July 2004 - 02:54 PM

i dont know if it sounds lame, nut here goes:

maybe you could make a mission for this?

something like in the movie driven wherein sly chases the carrot-top around the city...

you could have tommy chase the bad guy (or guys for more fun) around town while they use the f1s and you use an f1 as well...

then after accomplishing the mission, you could have a mini-game ala midnight club2 style checkpoint-races with f1 cars happy.gif

- just a suggestion, neat cars mein wink.gif

Monitor57
  • Monitor57

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#28

Posted 03 July 2004 - 03:00 PM

the cars are designed for the big F1 race around Myriad at the end of the game...

I will say no more tounge.gif

sAdIsTiCmAcHiNe
  • sAdIsTiCmAcHiNe

    Ronald Reagan

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#29

Posted 03 July 2004 - 07:39 PM

Not at the end of the game, just at the end of my sub mission set.

I tested the handling, and it feels great. The car feels real now, but handles just as well.

BenMillard
  • BenMillard

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#30

Posted 05 July 2004 - 03:34 PM

QUOTE (sAdIsTiCmAcHiNe @ Jul 3 2004, 19:39)
Not at the end of the game, just at the end of my sub mission set.

I tested the handling, and it feels great. The car feels real now, but handles just as well.
Hoorah! Any chance of some screenshots in Cinematic mode at 1024x768 res you could link to or thumbnail? I'd really love to see exactly how it looks taking turns. The figure-8 circuit around Starfish island is the easiest to drive when using Cinematic. Well, that or the airport taxiways.

Are there plans to include a speedometer in the HUD when playing Myriad?




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