Commit 19273ee7 authored by pongcat's avatar pongcat

19.0316a

Added 16 cars:
- Commandine
- Dragheat
- Formula Z No.112
- Identity X
- King Kaiju
- La Rossa
- Mudman
- Nakajima
- Nimuace
- Nova
- Prototype FX77
- Starmac
- Toyeca Evo-R MK2
- U. V. G. S.
- Volken Champion
- Yinisa
parent 69cd4ee9
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{
;============================================================
;============================================================
; Volken Turbo
;============================================================
;============================================================
Name "Nimuace"
;====================
; Model Filenames
;====================
MODEL 0 "cars\d15aero\body.prm"
MODEL 1 "cars\d15aero\wheel.prm"
MODEL 2 "NONE"
MODEL 3 "NONE"
MODEL 4 "NONE"
MODEL 5 "NONE"
MODEL 6 "NONE"
MODEL 7 "NONE"
MODEL 8 "NONE"
MODEL 9 "NONE"
MODEL 10 "NONE"
MODEL 11 "NONE"
MODEL 12 "NONE"
MODEL 13 "NONE"
MODEL 14 "NONE"
MODEL 15 "NONE"
MODEL 16 "NONE"
MODEL 17 "cars\misc\Aerial.m"
MODEL 18 "cars\misc\AerialT.m"
TPAGE "cars\d15aero\car.bmp"
COLL "cars\d15aero\hull.hul"
;)SFXENGINE "wavs\market\iceyarea.wav"
;)TSHADOW "cars\d15aero\shadow.bmp"
;)TCARBOX "cars\d15aero\carbox.bmp"
;)SHADOWTABLE -81 81 86 -70 -8
EnvRGB 30 30 30
;====================
; Stuff mainly for frontend display and car selectability
;====================
BestTime TRUE
Selectable TRUE
Class 1 ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain 0 ; Obtain method
Rating 4 ; Skill level (rookie, amateur, ...)
TopEnd 4104.3 ; Actual top speed (mph) for frontend bars
Acc 5.3 ; Acceleration rating (empirical)
Weight 1.400000 ; Scaled weight (for frontend bars)
Handling 50.000000 ; Handling ability (empirical and totally subjective)
Trans 0 ; Transmission type (calculate in game anyway...)
MaxRevs 0.500000 ; Max Revs (for rev counter)
;)Statistics TRUE
;====================
; Handling related stuff
;====================
SteerRate 3.000000 ; Rate at which steer angle approaches value from input
SteerMod 0.400000 ;
EngineRate 4.500000 ; Rate at which Engine voltage approaches set value
TopSpeed 43.000000 ; Car's theoretical top speed (not including friction...)
DownForceMod 3.000000 ; Down force modifier when car on floor
CoM 0.000000 -3.000000 -1.000000 ; Centre of mass relative to model centre
Weapon 0.000000 -32.000000 64.000000 ; Weapon genration offset
;====================
; Car Body details
;====================
BODY { ; Start Body
ModelNum 0 ; Model Number in above list
Offset 0, 0, 0 ; Calculated in game
Mass 1.400000
Inertia 1500.000000 0.000000 0.000000
0.000000 2500.000000 0.000000
0.000000 0.000000 700.000000
Gravity 2200 ; No longer used
Hardness 0.000000
Resistance 0.000100 ; Linear air esistance
AngRes 0.001000 ; Angular air resistance
ResMod 25.000000 ; Ang air resistnce scale when in air
Grip 0.010000 ; Converts downforce to friction value
StaticFriction 0.800000
KineticFriction 0.400000
} ; End Body
;====================
; Car Wheel details
;====================
WHEEL 0 { ; Start Wheel
ModelNum 1
Offset1 -25.50000 -1.000000 34.300000
Offset2 -0.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.278
EngineRatio 16000
Radius 10
Mass 0.15
Gravity 2200
MaxPos 2
SkidWidth 11
ToeIn 0
AxleFriction 0.02
Grip 0.020
StaticFriction 1.87
KineticFriction 1.85
} ; End Wheel
WHEEL 1 { ; Start Wheel
ModelNum 1
Offset1 25.50000 -1.000000 34.300000
Offset2 0.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.278
EngineRatio 16000
Radius 10
Mass 0.15
Gravity 2200
MaxPos 2
SkidWidth 11
ToeIn 0
AxleFriction 0.02
Grip 0.020
StaticFriction 1.87
KineticFriction 1.85
} ; End Wheel
WHEEL 2 { ; Start Wheel
ModelNum 1
Offset1 -25.500000 -1.000000 -40.000000
Offset2 -0.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 0
EngineRatio 16000
Radius 10
Mass 0.30
Gravity 2200
MaxPos 2
SkidWidth 11
ToeIn 0
AxleFriction 0.02
Grip 0.020
StaticFriction 1.9
KineticFriction 1.85
} ; End Wheel
WHEEL 3 { ; Start Wheel
ModelNum 1
Offset1 25.500000 -1.000000 -40.000000
Offset2 0.000000 0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio 0
EngineRatio 16000
Radius 10
Mass 0.30
Gravity 2200
MaxPos 2
SkidWidth 11
ToeIn 0
AxleFriction 0.02
Grip 0.020
StaticFriction 1.9
KineticFriction 1.85
} ; End Wheel
;====================
; Car Spring details
;====================
SPRING 0 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1500.000000
Damping 10.000000
Restitution -0.50000
} ; End Spring
SPRING 1 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1500.000000
Damping 10.000000
Restitution -0.50000
} ; End Spring
SPRING 2 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1500.000000
Damping 10.000000
Restitution -0.50000
} ; End Spring
SPRING 3 { ; Start Spring
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
Stiffness 1500.000000
Damping 10.000000
Restitution -0.50000
} ; End Spring
;====================
; Car Pin details
;====================
PIN 0 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
PIN 1 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
PIN 2 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
PIN 3 { ; Start Pin
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End Pin
;====================
; Car axle details
;====================
AXLE 0 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle
AXLE 1 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle
AXLE 2 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle
AXLE 3 { ; Start Axle
ModelNum -1
Offset 0.000000 0.000000 0.000000
Length 0.000000
} ; End axle
;====================
; Car spinner details
;====================
SPINNER { ; Start spinner
ModelNum -1
Offset 0.000000 0.000000 0.000000
Axis 0.000000 1.000000 0.000000
AngVel 0.000000
} ; End Spinner
;====================
; Car Aerial details
;====================
AERIAL { ; Start Aerial
SecModelNum 17
TopModelNum 18
Offset 17.000000 -13.000000 -36.000000
Direction 0.000000 -1.000000 0.000000
Length 20.000000
Stiffness 2000.000000
Damping 5.000000
} ; End Aerial
;====================
; Car AI details
;====================
AI { ;Start AI
UnderThresh 860.52
UnderRange 1500.000000
UnderFront 221.55
UnderRear 335.41
UnderMax 0.42
OverThresh 1817.61
OverRange 1391.0
OverMax 1.0000
OverAccThresh 724.49
OverAccRange 1423.93
PickupBias 3276
BlockBias 6553
OvertakeBias 22936
Suspension 0
Aggression 0
} ; End AI
}
BFBA0F89
\ No newline at end of file
Car information
================================================================
Car name : Nimuace
Car Type : Original
Top speed : 74 kph (60 kph Average)
Rating/Class : 4 (pro ingame rating, super-pro performance)
Installed folder : ...\cars\d15aero
Description :
The airflow tech of re-envisioned classic aerodynamic design
The Nimuace is an aero car taking cues from fantasy jet design mixed with classic aerodynamic LeMans Prototype designs.
the car's aggresive smooth look is further complemented by the familiar back design, designed with maximum drag reduction in mind.
the result is a monstrous car that can reach high speeds and accelerates within moment's notice, all because of its low drag resistance value.
however, the body's optimized low drag resistance comes at a cost of lacking downforce, this results in the wheels unable to grip well, causing the car to slide easily. the car's low ride height also makes the car unsuitable for offroad terrain.
Author Information
================================================================
Author Name : shara coronvi
Email Address : sharacolonvee@mail.com
Other Info : pretty much a recent Re-Volt veteran.
a good racer and drifter. experienced in parametering and repaints.
creator of aerodynamic car designs. also a drawing "artist" too.
Construction
================================================================
Base : Original
Editor(s) used : Notepad, Paint.NET, SketchUp and Blender
Additional Credits
================================================================
Thanks and Credits to those who inspired or helped.
Acclaim for this great game
Microsoft for Notepad
Paint.NET developers for the afromentioned program
Marv for the Blender plugin
Mladen for fixing the body mesh
Copyright / Permissions
================================================================
If you're considering to put this car in a pack, you may NOT modify the car's handling.
if the car handling doesnt fit into the theme of the pack (ie too slow, too fast), simply dont put this car in.
though, you are ALLOWED to make a NEW car using this as a base, and then put that new car into a pack.
Due to the new skin selection system. Standalone repaints of this car is not allowed, even if it has modified params.
Above rule is to prevent this original creation from being overshadowed by any new potential repaints of this car.
Repaints of this car can only be released as skins for this car's specific foldername, ask the author if you want your skin to be published and bundled with the car.
Remodels and Originals based on this car are allowed without further limits.
Remapping the UV map without changing the body geometry for repainting doesnt count as Remodel, therefore not allowed.
Other than those said above, you may do whatever you want with this car.
{
;============================================================
;============================================================
; Commandine
;============================================================
;============================================================
Name "Commandine"
;====================
; Stuff mainly for frontend display and car selectability
;====================
BestTime true
Selectable true
;)CPUSelectable true
;)Statistics true
Class 0 ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain 0 ; Obtain method
Rating 4 ; Skill level (rookie, amateur, ...)
TopEnd 3894.273926 ; Actual top speed (mph) for frontend bars
Acc 8.263938 ; Acceleration rating (empirical)
Weight 2.000000 ; Scaled weight (for frontend bars)
Trans 1 ; Transmission type (0=4WD, 1=FWD, 2=RWD)
MaxRevs 0.500000 ; Max Revs (for rev counter, deprecated...)
;====================
; Model Filenames
;====================
MODEL 0 "cars/fd101command/body.prm"
MODEL 1 "cars/fd101command/wheel-l.prm"
MODEL 2 "cars/fd101command/wheel-r.prm"
MODEL 3 "NONE"
MODEL 4 "NONE"
MODEL 5 "NONE"
MODEL 6 "NONE"
MODEL 7 "NONE"
MODEL 8 "NONE"
MODEL 9 "NONE"
MODEL 10 "NONE"
MODEL 11 "NONE"
MODEL 12 "NONE"
MODEL 13 "NONE"
MODEL 14 "NONE"
MODEL 15 "NONE"
MODEL 16 "NONE"
MODEL 17 "cars/misc/Aerial.m"
MODEL 18 "cars/misc/AerialT.m"
COLL "cars/fd101command/hull.hul"
TPAGE "cars/fd101command/car.bmp"
;)TCARBOX "cars/fd101command/carbox.bmp" ; Carbox texture
;)TSHADOW "cars/fd101command/shadow.bmp"
;)SHADOWINDEX -1 ; Use a default shadow (0 to 27 or -1)
;)SHADOWTABLE -47.700001 47.700001 85.599998 -87.199997 -10.500000 ; Left, right, front, back, height (relative to model center)
;)SFXENGINE "cars/fd101command/moto.wav"
EnvRGB 150 150 150
;====================
; Handling related stuff
;====================
SteerRate 100.000000 ; Rate at which steer angle approaches value from input
SteerMod 0.400000 ;
EngineRate 4.500000 ; Rate at which Engine voltage approaches set value
TopSpeed 45.500000 ; Car's theoretical top speed (not including friction...)
DownForceMod 2.000000 ; Down force modifier when car on floor
CoM 0.000000 0.000000 0.000000 ; Centre of mass relative to model centre
Weapon 0.000000 -32.000000 64.000000 ; Weapon generation offset
;)Flippable false ; Rotor car effect
;)Flying false ; Flying like the UFO car
;)ClothFx false ; Mystery car cloth effect
;====================
; Camera details
;====================
;)CAMATTACHED { ; Start Camera
;)HoodOffset 0.000000 0.000000 0.000000 ; Offset from model center
;)HoodLook 0.050000 ; Look angle (-0.25 to 0.25, 0.0 - straight ahead)
;)RearOffset 0.000000 0.000000 0.000000
;)RearLook 0.050000
;)UseDefault true ; Use default offsets (computed in game)
;)} ; End Camera
;====================
; Car Body details
;====================
BODY { ; Start Body
ModelNum 0 ; Model Number in above list
Offset 0.000000 0.000000 0.000000
Mass 2.000000
Inertia 3010.000000 0.000000 0.000000
0.000000 3550.000000 0.000000
0.000000 0.000000 660.000000
Gravity 2200 ; No longer used
Hardness 0.000000
Resistance 0.000000 ; Linear air resistance
AngRes 0.001000 ; Angular air resistance
ResMod 35.000000 ; AngRes scale when in air
Grip 0.050000 ; Converts downforce to friction value
StaticFriction 0.800000
KineticFriction 0.400000
} ; End Body
;====================
; Car Wheel details
;====================
WHEEL 0 { ; Start Wheel
ModelNum 1
Offset1 -25.500000 -6.750000 37.900002
Offset2 0.000000 0.000000 0.000000
IsPresent true
IsPowered true
IsTurnable true
SteerRatio -0.200000
EngineRatio 30000.000000
Radius 12.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 10.000000
ToeIn 0.000000
;)Camber 0.000000
AxleFriction 0.000000
Grip 0.035000
StaticFriction 2.800000
KineticFriction 2.600000
} ; End Wheel
WHEEL 1 { ; Start Wheel
ModelNum 2
Offset1 25.500000 -6.750000 37.900002
Offset2 0.000000 0.000000 0.000000
IsPresent true
IsPowered true
IsTurnable true
SteerRatio -0.200000
EngineRatio 30000.000000
Radius 12.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 10.000000
ToeIn 0.000000
;)Camber 0.000000
AxleFriction 0.000000
Grip 0.035000
StaticFriction 2.800000
KineticFriction 2.600000
} ; End Wheel
WHEEL 2 { ; Start Wheel
ModelNum 1
Offset1 -25.500000 -6.750000 -37.000000
Offset2 0.000000 0.000000 0.000000
IsPresent true
IsPowered false
IsTurnable false
SteerRatio 0.100000
EngineRatio 30000.000000
Radius 12.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 10.000000
ToeIn 0.000000
;)Camber 0.000000
AxleFriction 0.000000
Grip 0.035000
StaticFriction 2.900000
KineticFriction 2.700000
} ; End Wheel
WHEEL 3 { ; Start Wheel
ModelNum 2
Offset1 25.500000 -6.750000 -37.000000
Offset2 0.000000 0.000000 0.000000
IsPresent true
IsPowered false
IsTurnable false
SteerRatio 0.100000
EngineRatio 30000.000000
Radius 12.000000
Mass 0.150000
Gravity 2200.000000
MaxPos 3.000000
SkidWidth 10.000000
ToeIn 0.000000
;)Camber 0.000000
AxleFriction 0.000000
Grip 0.035000
StaticFriction 2.900000
KineticFriction 2.700000
} ; End Wheel
;====================
; Car Spring details
;====================
SPRING 0 { ; Start Spring