VW Red Bull Rally Race Car- WIP-suggestions?

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So this Rally Car is almost done, just running into some issues;

Let’s look at the texture.duel_old_new_texture

group_allnew

When Converting mods from FS15 to FS17, we must open and re-save ALL the .DDS image files with paint.net. Looking at the images above and comparing just made this a must in every conversion. The detail I was losing is very noticeable.

She flips easy… 🙁

AT turns above 25mph she will roll and flip into a terrible mess. I have been Playing with the XML. but can’t get it under control. Ill keep doing research and post what I find. or maybe you can help. 🙂

<wheels autoRotateBackSpeed="2.0">
 <wheel rotSpeed="30" restLoad="1.0" tireType="street" repr="0>0|1|0" driveNode="0>0|1|0" radius="0.40" initialCompression="20" suspTravel="0.25" spring="90" damper="20" frictionScale="5" mass="1.5" width="1.05" hasTireTracks="true"/>
 <wheel rotSpeed="30" restLoad="1.0" tireType="street" repr="0>0|1|1" driveNode="0>0|1|1" radius="0.40" initialCompression="20" suspTravel="0.25" spring="90" damper="20" frictionScale="5" mass="1.5" width="1.05" hasTireTracks="true"/>
 <wheel rotSpeed="30" restLoad="1.0" tireType="street" repr="0>0|1|2" driveNode="0>0|1|2" radius="0.40" initialCompression="20" suspTravel="0.4" spring="90" damper="20" frictionScale="5" mass="1.5" width="1.05" hasTireTracks="true"/>
 <wheel rotSpeed="30" restLoad="1.0" tireType="street" repr="0>0|1|3" driveNode="0>0|1|3" radius="0.40" initialCompression="20" suspTravel="0.4" spring="90" damper="20" frictionScale="5" mass="1.5" width="1.05" hasTireTracks="true"/>
 </wheels>
<ackermannSteeringConfigurations>
 <ackermannSteering rotSpeed="65" rotMax="42" rotCenterWheel1="3" rotCenterWheel2="4" />
 </ackermannSteeringConfigurations>
<differentialConfigurations>
 <differentials>
 <differential torqueRatio="0.1" maxSpeedRatio="0.2" wheelIndex1="0" wheelIndex2="1" /> <!-- front left-right -->
 <differential torqueRatio="0.1" maxSpeedRatio="0.2" wheelIndex1="2" wheelIndex2="3" /> <!-- back left-right -->
 <differential torqueRatio="0.25" maxSpeedRatio="0.2" differentialIndex1="0" differentialIndex2="1" /> <!-- front-back -->
 </differentials>
 </differentialConfigurations>

AnyThing small I am just missing cause I have been up for 14 hours?

If this page has not been updated … then I am still lost on this.

Everything else works great… almost ready for mic drop 🙂

 

 

HMMMM…. Lets Play with the <motor>

This was super useful
-Max speed (around 35 km/h):
Motor section, minForwardGearRatio=”19.5″. increasing this value will lower max speed

-Max speed backwards (around 7-8 km/h)
Motor section, minBackwardGearRatio=”50″ same as above

<–
-Acceleration (needs to be lowered for a more “heavy” feeling to it)
This might not be easy and could require adjusting the whole tractor mass (rigid body density) in i3d file with Giants editor, however increasing virtual tire masses in the xml <wheels> section can slower acceleration.

Engine break
motor section, lowBrakeForceScale=”0.5″ decrease to have less engine brake, 0.0 will roll forever :D

Break (she slams the brakes and locks the wheel a bit to easy)
brakeForce=”4.5″ lower this value, this should be in line with the mass of tractor, if you end up editing the density in i3d, this might need adjusting.

http://fs-uk.com/forum/index.php?action=articles;sa=view;article=164

Adding tracks

I want to release a tracked version! That would be sweet!

Found this part here

A lot of this is scripting related so I highly recommend Notepad++ if you for some reason don’t have it already. For this tutorial I will be using a combine mod, the same applies to any mod though.


Step 1

So to start open the mod in GE.

After creating a camera find the wheels, whether dynamically loaded or models already there.

For now you can leave the wheels but you need to make a note of what the index paths are for the wheels for reference in Step 2

The translations of each respective wheel may also be noteworthy while your having a look.

Step 2

Now open your mods vehicle.XML file and find the wheels/dynamically loaded parts section. Opening an ingame vehicle with track’s vehicle.XML may also be useful at this point but it’s not necessary.

If the mod has dynamically loaded wheels then it’s a good idea to remove them first.

Then you need to find the wheels of the same index node in the <wheels> tags.

Step 3

Now we are ready to add the tracks.

Still in the wheels section, paste this code at the top. I advise leaving a gap between the wheels that are already there as I have done to just make it clearer.

<wheel rotSpeed="1"  restLoad="2.4" repr="0>0|0" driveNode="0>0|0|0" radius="0.43" width="0.48" initialCompression="40" suspTravel="0.1" spring="90" damper="30" frictionScale="1.5" mass="0.2" hasTyreTracks="true" tireType="crawler" />
        <wheel rotSpeed="1"  restLoad="1.3" repr="0>0|1"                     radius="0.43" width="0.48" initialCompression="40" suspTravel="0.1" spring="90" damper="30" frictionScale="1.5" mass="0.2" hasTyreTracks="true" tireType="crawler" />
        <wheel rotSpeed="1"  restLoad="2.4" repr="0>1|0" driveNode="0>1|0|0" radius="0.43" width="0.48" initialCompression="40" suspTravel="0.1" spring="90" damper="30" frictionScale="1.5" mass="0.2" hasTyreTracks="true" tireType="crawler" />
        <wheel rotSpeed="1"  restLoad="1.3" repr="0>1|1"                     radius="0.43" width="0.48" initialCompression="40" suspTravel="0.1" spring="90" damper="30" frictionScale="1.5" mass="0.2" hasTyreTracks="true" tireType="crawler" />

Next the actual tracks need to be linked to the mod.


<crawlers>
        <crawler index="0" speedRefWheel="1" scrollSpeed="0.148" scrollLength="6.76" shaderParameterName="offsetUV" shaderParameterComponent="1" length="1" filename="$data/vehicles/wheels/lizard/crawler.i3d" linkIndex="0>0|0" crawlerIndex="2|0">
            <rotatingPart index="1" radius="0.46" />
            <rotatingPart index="2" radius="0.317" />
            <rotatingPart index="3" radius="0.317" />
            <rotatingPart index="4" radius="0.177" />
            <rotatingPart index="5" radius="0.177" />
            <rotatingPart index="6" radius="0.177" />
            <rotatingPart index="7" radius="0.177" />
        </crawler>
        <crawler index="0" speedRefWheel="3" scrollSpeed="0.148" scrollLength="6.76" shaderParameterName="offsetUV" shaderParameterComponent="1" length="1" filename="$data/vehicles/wheels/lizard/crawler.i3d" linkIndex="0>1|0" crawlerIndex="2|1">
            <rotatingPart index="1" radius="0.46" />
            <rotatingPart index="2" radius="0.317" />
            <rotatingPart index="3" radius="0.317" />
            <rotatingPart index="4" radius="0.177" />
            <rotatingPart index="5" radius="0.177" />
            <rotatingPart index="6" radius="0.177" />
            <rotatingPart index="7" radius="0.177" />
        </crawler>
    </crawlers>

Paste this code into the XML, anywhere to your preference but I placed it under the <indoorHud> tags like in GIANTS combine.

Even though we’re moving into GE now, keep Notepad++ open as it certainly wont be long before we need to check things in it again.

Step 4

Now for adding the nodes I recommend exporting the track node from an ingame vehicle for the sake of making sure things are correct.

I have a link to the nodes here to make adding the tracks a bit quicker but you should see my other tutorial on separating objects to reference how to export something from the I3D.

http://www.mediafire.com/download/055o6s5jxl4l7tv

Import these into your I3D. And paste them into the mod’s root object/transform and then move them to where the unwanted wheels are. Your I3D should now look something like mine.

It’s fine for the old wheels to be deleted now and then to return to the vehicle.XMl (keeping Giants Editor open)

Now as if it couldn’t get any easier, if the old wheels were the first thing in the scenegraph (nodes of 0>0 and 0>1) then at this point you wont need to change anything else in the XML as all the things I linked are referenced to those nodes

On the other hand your mod may be awkward when it comes to the wheels and in that case you would have to change the nodes. I will show you what parts link to what mainly for this situation.

The different coloured rings in the two below pictures explain what is what.

Now your ready to test ingame, obviously you will need to position the tracks in the I3D to where you want and this part may take a bit of refining. For me though I don’t as the mod I’m editing’s chassis is from the ingame CR10.90 anyway meaning after exporting the tracks from it they will be in the same position

LAMBO MODS

Lambo mods

2 Responses

  1. GavAttackOfficial says:

    Maybe make it into that VW Polo mod for BeamNG.drive

  1. January 16, 2017

    […] VW Red Bull Rally Race Car- WIP-suggestions? […]

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