Post Reply 
 
Thread Rating:
  • 1 Votes - 4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
WIP Cars
04-28-2013, 01:35 PM
Post: #76
RE: WIP Cars
Oh, I think I know what you mean. There are a few problem areas. Auto-clutch logic could be a bit better especially when braking. Engine braking torque is too large imho, at least for some cars. I also have to check tire data for asymmetries(right/left side). Can make no promises though. With the simulation code it is quite often that fixing some car handling will break others.
Find all posts by this user
Quote this message in a reply
04-28-2013, 02:13 PM
Post: #77
RE: WIP Cars
Also the car starts in first gear i thing as default when the track is loaded and go forward even if no key is touched.Could you add a timer before starting the race?(maybe 3 seconds)
Find all posts by this user
Quote this message in a reply
04-28-2013, 02:51 PM
Post: #78
RE: WIP Cars
(04-28-2013 02:13 PM)slickx Wrote: In order to view links, you must have to reply to this thread.Also the car starts in first gear i thing as default when the track is loaded and go forward even if no key is touched.Could you add a timer before starting the race?(maybe 3 seconds)

There is a 3 seconds timer before start. During this three seconds your brakes are locked. The auto-clutch should disengage (which seems to fail). So ideally the wheels should not spin and cars should stay in place... well that is the idea at least.
Find all posts by this user
Quote this message in a reply
04-28-2013, 07:04 PM
Post: #79
RE: WIP Cars
OK. There was a silly bug in the auto-clutch code that made the clutch really soft (like 1 second to dis/engage soft). Will be fixed in next build.
Find all posts by this user
Quote this message in a reply
04-29-2013, 06:42 PM (This post was last modified: 04-29-2013 08:10 PM by NaN.)
Post: #80
RE: WIP Cars
New build is up. Download(vdrift-2013-04-29.exe): In order to view links, you must have to reply to this thread.

Includes auto-clutch bugfix and some changes to the Starting Grid/Garage menus to make them a bit more usable.
Find all posts by this user
Quote this message in a reply
04-30-2013, 05:17 AM
Post: #81
RE: WIP Cars
This is running again. I'm happy to see this bunch of changes.

I read about the start time and all the brakes-clutch stuff. I wanted to say that I would really love somthing similar to a real start:
1 - The track and car is loaded, brakes locked and clutch is disengaged.
2 - The game asks you to press the brake.
3 - Track lights/countdown stuff starts so the user knows when to start accelerating.
4 - If the user starts before countdown reaches 0 start will be considerated failed.
Find all posts by this user
Quote this message in a reply
04-30-2013, 07:11 AM
Post: #82
RE: WIP Cars
NaN can u help me with this test track?
In order to view links, you must have to reply to this thread.
i was able to make the road in trackEditor but cant get it to compile,and i am sure i do something wrong.I got to the point where i should be using the joepack but idk what i do wrong Smile
Find all posts by this user
Quote this message in a reply
04-30-2013, 12:38 PM
Post: #83
RE: WIP Cars
(04-30-2013 07:11 AM)slickx Wrote: In order to view links, you must have to reply to this thread.NaN can u help me with this test track?
In order to view links, you must have to reply to this thread.
i was able to make the road in trackEditor but cant get it to compile,and i am sure i do something wrong.I got to the point where i should be using the joepack but idk what i do wrong Smile

With the latest blender script ( In order to view links, you must have to reply to this thread. ) import also works without jpk. Select File/Import/Vdrift Track Objects(list.txt)

As I first step I checked your list.txt. It had two entries that had no corresponding joe and texture files. Remove them.
Code:
#entry 0
Cube.joe
grass.png
0
0
1
0
1.0
0.0
0
0
1.0
0.9
1.0
0.0
0
0
1

#entry 1
Cube.002.joe
sky.png
0
0
1
0
1.0
0.0
0
0
1.0
0.9
1.0
0.0
0
0
1

Then import track objects into blender. In the outliner(right upper window) switch to groups view.
[Image: track1.jpg]

The track is not marked as collidable. Add it to collidable group in Properties window (lower right) Object tab (orange cube icon). You may also want to add it to the doublesided and transparent group.
[Image: track2.jpg]

Then export jpk (you only have to export the list.txt) but the exporter will also create a jpk if you want.
[Image: track3n.jpg]
Find all posts by this user
Quote this message in a reply
05-02-2013, 01:31 PM
Post: #84
RE: WIP Cars
when i try to update the game says i need the latest build but i already have it..vdrift-2013-04-29.exe
i couldnt make the track to work kuz i dont know how to do those steps in blender.can u put the car track here in the forum ?
Find all posts by this user
Quote this message in a reply
05-02-2013, 03:16 PM
Post: #85
RE: WIP Cars
Aehm... are you using the in-game update? I don't think it is robust enough to be used with nightly builds.

Ideally you would be using svn to keep data up to date. Download/install svn client( In order to view links, you must have to reply to this thread. ) and check out vdrift data ( create a "data" directory, right mouse button -> SVN checkout -> URL: In order to view links, you must have to reply to this thread. ). It will take some time to download all data ( a few GB ). But the successive updates ( right mous button -> SVN Update ) are very fast ( a few MB max ).

Oh, almost forgot. Delete C:\Users\<user>\Documents\VDrift folder to get rid of old settings/updates.


Could you post where you had problems with blender, what didn't work?
Find all posts by this user
Quote this message in a reply
05-05-2013, 10:21 AM
Post: #86
RE: WIP Cars
In order to view links, you must have to reply to this thread.
The Cobra is finished.Test first than if it is ok update the old one.
in folder Skins there is an file called Co_Ao(ambient occlusion) if needed for reference.included are 4 skins.Enjoy.
Find all posts by this user
Quote this message in a reply
05-05-2013, 07:09 PM
Post: #87
RE: WIP Cars
(05-05-2013 10:21 AM)slickx Wrote: In order to view links, you must have to reply to this thread.In order to view links, you must have to reply to this thread.
The Cobra is finished.Test first than if it is ok update the old one.
in folder Skins there is an file called Co_Ao(ambient occlusion) if needed for reference.included are 4 skins.Enjoy.

Nice. Thanks.

I've upped your (fixed) test track here: In order to view links, you must have to reply to this thread.
Find all posts by this user
Quote this message in a reply
05-06-2013, 04:49 AM
Post: #88
RE: WIP Cars
Hey Nan,is it possible to have like different .car files for the same car?
In order to drift a car there must be some different settings right?
and thanx for the track,i cant drift though Smile) meaning i dont know how but still trying.
Find all posts by this user
Quote this message in a reply
05-06-2013, 01:23 PM
Post: #89
RE: WIP Cars
Haven't tried to drift for some time. Z06 and M7 are driftable (with new tire code I could even drift with C7).

In general I recommend to disable ABS, TCS, Autoshift and use analog controls for steering, throttle and brakes (steering wheel with pedals works well) and shift manually.

You could also try to reduce road friction. In surfaces.txt set FrictionNonTread and FrictionTread to a small value 0.1-0.9.

I think it would be good, now that we support tire selection, to add a special low grip drift tire.

I'd like to try to ship the next build with an additional vdriftn.exe, which will use the new tire implementation. It will only run with a few of the cars we've got. I've planned to focus on 3-4 cars and try to get them as good as possible (using real world data).
Find all posts by this user
Quote this message in a reply
05-06-2013, 02:45 PM
Post: #90
RE: WIP Cars
the nissan 350z.the body does not support decals since i messed up the uv's a bit
In order to view links, you must have to reply to this thread.
In order to view links, you must have to reply to this thread. -here is the resized driver to fit the nissan 350z.The car is scaled after real measurements.
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)