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Karting KF1
01-21-2012, 04:44 AM
Post: #16
 
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 In order to view links, you must have to reply to this thread.

Quote:Note : on my computer kart don't run without this line code :
fuel-consumption = 1e-9
Yeah, sorry (it isn't required in the latest code).
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01-21-2012, 05:10 AM
Post: #17
 
Here the kart: In order to view links, you must have to reply to this thread.
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01-21-2012, 05:43 AM
Post: #18
 
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 ! Smile 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 :

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Anyway, KF1 will have a new mesh. here is the progress...

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01-22-2012, 04:39 AM
Post: #19
 
Nice.

I've added KF1-91 to vdrift data with you torque adjustments. Will try to make it a bit more grippy.
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Thanks for the contribution berzingue.
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02-01-2012, 08:58 AM
Post: #20
 
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 :


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Thank for your help !
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02-01-2012, 07:15 PM
Post: #21
 
Quote:Unfortunaly, Engine texture don't appears. bode texture remplace it...
What can I do ?
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. Wink
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02-02-2012, 05:21 AM
Post: #22
 
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...
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02-02-2012, 05:02 PM
Post: #23
 
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 category
I like this idea. Should be easy to implement. Could it also be applied to tracks?
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02-03-2012, 10:07 AM
Post: #24
 
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" ?
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02-03-2012, 12:50 PM
Post: #25
 
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
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02-03-2012, 01:52 PM
Post: #26
 
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 ?)
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02-03-2012, 02:26 PM
Post: #27
 
Something off-topic:

To get the kart sound working you have to down sample it to 44.1kHz.
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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]
filename=engine.wav
MinimumRPM=1000
MaximumRPM=16000
NaturalRPM=8000
power=both

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.
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02-03-2012, 04:57 PM
Post: #28
 
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 :
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- 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...
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02-03-2012, 06:50 PM
Post: #29
 
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: In order to view links, you must have to reply to this thread.

Download and unpack nightly build: In order to view links, you must have to reply to this thread.

Within vdrift directory create a "data" folder.

Checkout vdrift data: RMB on data directory + SVN Checkout, URL: In order to view links, you must have to reply to this thread.

To update to the latest changes: RMB + SVN Update



Are you eventually interested becoming a project committer/member?

Create an account at In order to view links, you must have to reply to this thread. and post/pm your user name. I'll ask joevenzon to give you commit rights for the data repository.
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02-04-2012, 01:11 PM
Post: #30
 
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"
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