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Karting KF1 - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3) +--- Forum: Cars & Tracks (https://www.vdrift.net/Forum/forumdisplay.php?fid=11) +--- Thread: Karting KF1 (/showthread.php?tid=1590) |
- NaN - 01-21-2012 Quote:I mean, I can't go faster than 5kph !I am testing on ruudskogen, paulricard88. Which VDrift version are you using? The latest release http://sourceforge.net/projects/vdrift/files/vdrift/vdrift-2011-10-22/ Quote:Note : on my computer kart don't run without this line code :Yeah, sorry (it isn't required in the latest code). - NaN - 01-21-2012 Here the kart: http://www.file-upload.net/download-4045586/KF1.zip.html - berzingue - 01-21-2012 Maybe I don't have the very last Vdrift version ! I download it. So, now it works fine. Your last version is good, and thanks for driver view ! Little thing : can you orient camera, to give a view on front tires ? it will give us more precision to take a trajectory...About kart comportment, just this : there is a terrible understeer, especilly at low speed : so it's very difficult to turn in slow corners. I change torque values : now it looks like KF1's accelerations. note : 137kph is speed limit on a kart track, because straights are short. On a track like Paul Ricard, no doubt a KF1 can accelerate to 200kph ! torque-curve-01 = 1000, 32.55 torque-curve-00 = 3000, 33.17 torque-curve-01 = 5000, 33.83 torque-curve-02 = 7000, 34.58 torque-curve-03 = 8000, 35.34 torque-curve-04 = 9000, 36.15 torque-curve-05 = 10000, 38.11 torque-curve-06 = 11000, 40.52 torque-curve-07 = 12000, 41.58 torque-curve-08 = 13000, 41.12 torque-curve-09 = 14000, 39.46 torque-curve-10 = 15000, 37.06 torque-curve-11 = 16000, 35.09 To afine kart comportment, you should test the kart on a kart track. You already have it, but you can download WIP-Varennes track here : http://dl.free.fr/nup76P688 Anyway, KF1 will have a new mesh. here is the progress...
- NaN - 01-22-2012 Nice. I've added KF1-91 to vdrift data with you torque adjustments. Will try to make it a bit more grippy. http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/KF1-91/ Thanks for the contribution berzingue. - berzingue - 02-01-2012 Hi there ! I've made a new mesh for KF1-Kart. But there is a problem. I've made 2 textures for body.joe, (first is called "body.png", second is called "engine.png"). Unfortunaly, Engine texture don't appears. bode texture remplace it... What can I do ? Other question : I have a sound for kart engine (8 seconds, joigned with file). I've seen engine sounds are on 1 second. How can I cut my sound to make 1 second ? And suggestion : It would be great to choose a personal helmet and a race number ! Anyway, here is the file to download : http://www.sendbox.fr/pro/files/2/ih0yu5d1jmj1kf/KF1.rar Thank for your help ! - NaN - 02-01-2012 Quote:Unfortunaly, Engine texture don't appears. bode texture remplace it...Separate engine mesh from kart. Call it engine.joe or chassis.joe it doesn't really matter. Add a new entry in the car file, something like: [chassis] texture = engine00.png mesh = engine.joe You can alternatively put it into [engine] definition, but then the mesh origin is moved to the engine position. Quote:Other question : I have a sound for kart engine (8 seconds, joigned with file). I've seen engine sounds are on 1 second. How can I cut my sound to make 1 second ?I'll check this asap. Haven't really dealt with sounds yet. Quote:And suggestion : It would be great to choose a personal helmet and a race number !Good idea. I'll put your suggestions onto project issue tracker. Need to finish coding a few other things and maybe do a new release before starting new stuff.
- berzingue - 02-02-2012 Good, it works ! About Helmet and race number, maybe it could be great to edit and save a player profil in main menu (name, nationality, race number, helmet color)... Also : I'd like to create others kart models. As you know, in a championship, there is other teams ! Here, I've modelised a "Tony-Kart". now I'd like to modelise a "CRG", a "Birel", a "Maranello", a "PCR"... Each team have little differences in body mesh and, of course, have different colors. So here is my suggestion (another one !) : It would be great if,in car choice Menu, 1) you choose a category (exemple : Karting KF1), 2) you choose the car you want to drive in a list of teams (exemple : Tony Kart)... In future I'd like to create any F1 or LMP cars : This "category choice" system would be also interesting. It's also interesting for current cars, will give something like : KF1 > Tony-Kart / CRG / Birel... F1 > RedBull / McLaren / Ferrari... LMP1 > Audi / Peugeot / Aston-Martin... Street> Lotus-Elise / Toyota-Celica / Mini... - NaN - 02-02-2012 Quote:About Helmet and race number, maybe it could be great to edit and save a player profil in main menu (name, nationality, race number, helmet color)...Yeah, driver selection. Quote:you choose a categoryI like this idea. Should be easy to implement. Could it also be applied to tracks? - berzingue - 02-03-2012 Well, if kart tracks are used only by karts, it should be great ! Formula 1 can't ride on kart tracks... :? Here is my idea: If you active "kart" category, then you can only drive on kart tracks, like Wackersdorf. The others tracks don't appear. If you active "F1", "LMP1" or another car category, then all tracks like Estoril, Monaco, Paul Ricard appear. Wackersdorf, not. If we select "WRC" category...then tracks only mentionned as "rally stage" appears...etc... Maybe you can write a line code for tracks who say : "this track can be used for x, xx or xxx car category only" ? - NaN - 02-03-2012 We shouldn't forbid things. It is up to the user if he wants to race with a F1 on a rally track. I am thinking more towards: race circuit kart circuit road circuit rally circuit road section rally section drag strip all - berzingue - 02-03-2012 You're probably right ! Maybe we can create an option called "suggested tracks for current category" ? With that, when you active "kart category", only kart tracks appears... If you disable "suggested tracks for current category", then you can drive on all tracks... It can be a good thing if we give any informations about tracks in the menu, like : Location : Wackersdorf, Germany Type : Kart Track (here is the category !) Surface : Asphalt Lenght : 1275 meters Track record : 48.908 (maybe here, it saves player track record ?) - NaN - 02-03-2012 Something off-topic: To get the kart sound working you have to down sample it to 44.1kHz. http://www.file-upload.net/download-4084082/engine.wav.html Do you know the rpm of the engine in this wav? VDrift currently assumes 7000rpm. Maybe it should be made possible to set the rpm value. Edit: There is a way. Create a KF1-91.aud text file with this content: Code: [powerboth1]You can play with the rpm values to get the sound right. If you have sounds at different (Natural)Rpms you can add them into this file(powerboth2, powerboth3). They will be blended where their min, max rpm values overlap. - berzingue - 02-03-2012 Thanks, sound is good ! Now we have to work on kart comportment : it spins on breaking, and there is big under-steer in middle and exit of corner... Please have a look here : http://www.sendbox.fr/pro/files/5/qfnbvya7xwhcvo/data.rar - Wackersdorf is updated (surfaces and collisions) - New kart is complete (need work on textures...and comportment) On Wackersdorf, we should be able to pass turn 1, 2, 3 with full throttle. On turn 4, here is violent braking (137kph to 55kph). It's good if kart turn a little bit on braking, (kartmen use brakes to give good kart position on corner's entry) but it must not spin like this ! About driver camera... we need to see front tires...then it will be easier to take a good trajectory... - NaN - 02-03-2012 I'd like to get you the most recent executable, data. This way you could test the latest changes. Download and install version control client: http://tortoisesvn.net/downloads.html Download and unpack nightly build: https://sourceforge.net/projects/vdrift/files/vdrift/nightly%20builds/ Within vdrift directory create a "data" folder. Checkout vdrift data: RMB on data directory + SVN Checkout, URL: https://vdrift.svn.sourceforge.net/svnroot/vdrift/vdrift-data To update to the latest changes: RMB + SVN Update Are you eventually interested becoming a project committer/member? Create an account at http://sourceforge.net/ and post/pm your user name. I'll ask joevenzon to give you commit rights for the data repository. - berzingue - 02-04-2012 Yes, I'd like to become a project comiter/member ! but there i little problems to fix before that : - I've installed Turoise - I've increase old vdrift files with the nightly build (probably my mistake is here? ) - I've check-out "Data" file with turtoise... But your last version don't work on my PC. When I lauch vdrift.exe, it crashes with message : "Vdrift can't lauchebecause libst dc++6.dll was not found - re-instal the program can fix the problem" |