Commit 5c2d793d authored by pongcat's avatar pongcat

19.0414a

- Cherry Top
- Nimuace
- SkullCross
- Volken Champion

Added:
- P4 Super
- Saeger
- Selsia Turbo
- Tesseract

Updated all cars.
parent e4d389a7
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{
;============================================================
;============================================================
; Cross Country Offroad
;============================================================
;============================================================
Name "SkullCross"
;====================
; Model Filenames
;====================
MODEL 0 "cars\crossburner\body.prm"
MODEL 1 "cars\crossburner\wheel-l.prm"
MODEL 2 "cars\crossburner\wheel-r.prm"
MODEL 3 "NONE"
MODEL 4 "NONE"
MODEL 5 "cars\crossburner\spring.prm"
MODEL 6 "cars\crossburner\sparetire.prm"
MODEL 7 "NONE"
MODEL 8 "NONE"
MODEL 9 "cars\crossburner\axle.prm"
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\crossburner\car.bmp"
COLL "cars\crossburner\hull.hul"
;)TCARBOX "cars\crossburner\carbox.bmp"
;)SFXENGINE "cars\crossburner\engine350z.wav"
;)TSHADOW "cars\crossburner\shadow.bmp"
;)SHADOWTABLE -90 90 88 -85 -14
EnvRGB 50 50 50
;====================
; Stuff mainly for frontend display and car selectability
;====================
BestTime true
Selectable true
;)CPUSelectable true
;)Statistics true
Class 1
Obtain 0
Rating 4
TopEnd 4050
Acc 7.7
Weight 3
Trans 0
MaxRevs 0.5
;====================
; Handling related stuff
;====================
SteerRate 3
SteerMod 0.4
EngineRate 4.5
TopSpeed 42.8
DownForceMod 2
CoM 0 -8 0
Weapon 0 -32 64
;====================
; Car Body details
;====================
BODY { ; Start Body
ModelNum 0
Offset 0 0 0
Mass 3
Inertia 3000 0 0
0 4500 0
0 0 2000
Gravity 2200
Hardness 0
Resistance 0.0001
AngRes 0.002
ResMod 20
Grip 0.01
StaticFriction 1.8
KineticFriction 1.4
} ; End Body
;====================
; Car Wheel details
;====================
WHEEL 0 { ; Start Wheel
ModelNum 1
Offset1 -20 -5 48
Offset2 -9 0 0
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.400000
EngineRatio 43000.000000
Radius 20
Mass 0.150000
Gravity 2200.000000
MaxPos 5.000000
SkidWidth 14.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.007000
StaticFriction 1.800000
KineticFriction 1.750000
} ; End Wheel
WHEEL 1 { ; Start Wheel
ModelNum 2
Offset1 20 -5 48
Offset2 9 0 0
IsPresent TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio -0.400000
EngineRatio 43000.000000
Radius 20
Mass 0.150000
Gravity 2200.000000
MaxPos 5.000000
SkidWidth 14.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.007000
StaticFriction 1.800000
KineticFriction 1.750000
} ; End Wheel
WHEEL 2 { ; Start Wheel
ModelNum 1
Offset1 -20 -5 -48
Offset2 -9 0 0
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio -0.400000
EngineRatio 43000.000000
Radius 20
Mass 0.150000
Gravity 2200.000000
MaxPos 5.000000
SkidWidth 14.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.007000
StaticFriction 1.900000
KineticFriction 1.850000
} ; End Wheel
WHEEL 3 { ; Start Wheel
ModelNum 2
Offset1 20 -5 -48
Offset2 9 0 0
IsPresent TRUE
IsPowered TRUE
IsTurnable FALSE
SteerRatio -0.400000
EngineRatio 43000.000000
Radius 20
Mass 0.150000
Gravity 2200.000000
MaxPos 5.000000
SkidWidth 14.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip 0.007000
StaticFriction 1.900000
KineticFriction 1.850000
} ; End Wheel
;====================
; Car Spring details
;====================
SPRING 0 { ; Start Spring
ModelNum 5
Offset -13 -29 36
Length 17.000000
Stiffness 500.000000
Damping 10.000000
Restitution -0.90000
} ; End Spring
SPRING 1 { ; Start Spring
ModelNum 5
Offset 13 -29 36
Length 17.000000
Stiffness 500.000000
Damping 10.000000
Restitution -0.90000
} ; End Spring
SPRING 2 { ; Start Spring
ModelNum 5
Offset -13 -38 -45
Length 17.000000
Stiffness 800.000000
Damping 10.000000
Restitution -0.90000
} ; End Spring
SPRING 3 { ; Start Spring
ModelNum 5
Offset 13 -38 -45
Length 17.000000
Stiffness 800.000000
Damping 10.000000
Restitution -0.90000
} ; 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 9
Offset -10 -7 48
Length 8.000000
} ; End axle
AXLE 1 { ; Start Axle
ModelNum 9
Offset 10 -7 48
Length 8.000000
} ; End axle
AXLE 2 { ; Start Axle
ModelNum 9
Offset 1 -7 -48
Length 8.000000
} ; End axle
AXLE 3 { ; Start Axle
ModelNum 9
Offset -1 -7 -48
Length 8.000000
} ; End axle
;====================
; Car spinner details
;====================
SPINNER { ; Start spinner
ModelNum 6
Offset 0 0 0
Axis 0 1 0
AngVel 0
} ; End Spinner
;====================
; Car Aerial details
;====================
AERIAL { ; Start Aerial
SecModelNum 17
TopModelNum 18
Offset -15 -30 -20
Direction 0 -1 0
Length 30
Stiffness 2000
Damping 5
} ; End Aerial
;====================
; Car AI details
;====================
AI { ;Start AI
UnderThresh 150.000000
UnderRange 3098.658691
UnderFront 2248.433105
UnderRear 1541.193848
UnderMax 0.320000
OverThresh 1713.217529
OverRange 1831.650024
OverMax 0.900000
OverAccThresh 89.169998
OverAccRange 400.000000
PickupBias 3276
BlockBias 3276
OvertakeBias 16383
Suspension 0
Aggression 0
} ; End AI
}
C6E1F417
\ No newline at end of file
Car information
================================================================
Car name : SkullCross
Car Type : Original
Top speed : 73 kph (55 kph Average)
Rating/Class : 4 (pro ingame rating, super-pro performance)
Installed folder : ...\cars\crossburner
Description :
The tough cross country offroad machine
SkullCross is an offroad vehicle capable of driving on any terrain without disadvantages.
its tough and heavy body gives it an enormous durability, pushing through traffic and resilient against pickups.
the slidy handling adapts to many different terrain while absorbing bumps and uneven roads.
having a high top speed and tight cornering radius makes SkullCross a formidable machine.
Skullcross' performance, resilience and terrain adaptability places the machine a tier above Pro class.
the disadvantages comes in form of acceleration and cornering speed.
the acceleration of this car is slower than other super-pro cars, maybe even slower than some pro class cars.
the tight cornering radius is hindered by a decent amount of speed reduction during corners.
despite being able to traverse any terrain, the car cant transist into sudden uphill slopes without twitching over.
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 : Pix Skull
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
FZG for tire treads texture
Allan1 for Pix Skull, used as a base
Engine sound comes from GTR 2 FIA GT Racing Game (350zex_onverylow.wav)
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.
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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.
cars/fd101command/carbox.bmp

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......@@ -19,8 +19,8 @@ Selectable 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)
TopEnd 4231.047852 ; Actual top speed (mph) for frontend bars
Acc 7.902598 ; 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...)
......@@ -64,7 +64,7 @@ EnvRGB 150 150 150
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...)
TopSpeed 47.500000 ; 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
......@@ -117,7 +117,7 @@ IsPresent true
IsPowered true
IsTurnable true
SteerRatio -0.200000
EngineRatio 30000.000000
EngineRatio 35000.000000
Radius 12.000000
Mass 0.150000
Gravity 2200.000000
......@@ -139,7 +139,7 @@ IsPresent true
IsPowered true
IsTurnable true
SteerRatio -0.200000
EngineRatio 30000.000000
EngineRatio 35000.000000
Radius 12.000000
Mass 0.150000
Gravity 2200.000000
......
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......@@ -19,8 +19,8 @@ Selectable true
Class 2 ; Engine type (0=Elec, 1=Glow, 2=Other)
Obtain 0 ; Obtain method
Rating 4 ; Skill level (rookie, amateur, ...)
TopEnd 3750.969727 ; Actual top speed (mph) for frontend bars
Acc 6.103950 ; Acceleration rating (empirical)
TopEnd 3613.136719 ; Actual top speed (mph) for frontend bars
Acc 6.376626 ; Acceleration rating (empirical)
Weight 2.000000 ; Scaled weight (for frontend bars)
Trans 0 ; Transmission type (0=4WD, 1=FWD, 2=RWD)
MaxRevs 0.500000 ; Max Revs (for rev counter, deprecated...)
......@@ -64,7 +64,7 @@ EnvRGB 200 200 200
SteerRate 3.000000 ; Rate at which steer angle approaches value from input
SteerMod 10.000000 ;
EngineRate 4.500000 ; Rate at which Engine voltage approaches set value
TopSpeed 36.999996 ; Car's theoretical top speed (not including friction...)
TopSpeed 36.000000 ; Car's theoretical top speed (not including friction...)
DownForceMod 2.000000 ; Down force modifier when car on floor
CoM 0.000000 -7.000000 -2.000000 ; Centre of mass relative to model centre
Weapon 0.000000 -32.000000 64.000000 ; Weapon generation offset
......@@ -117,7 +117,7 @@ IsPresent true
IsPowered true
IsTurnable true
SteerRatio -0.350000
EngineRatio 18000.000000
EngineRatio 17000.000000
Radius 10.500000
Mass 0.150000
Gravity 4400.000000
......@@ -128,7 +128,7 @@ ToeIn 0.000000
AxleFriction 0.050000
Grip 0.018000
StaticFriction 1.000000
KineticFriction 2.000000
KineticFriction 1.800000
} ; End Wheel
WHEEL 1 { ; Start Wheel
......@@ -139,7 +139,7 @@ IsPresent true
IsPowered true
IsTurnable true
SteerRatio -0.350000
EngineRatio 18000.000000
EngineRatio 17000.000000
Radius 10.500000
Mass 0.150000
Gravity 4400.000000
......@@ -150,7 +150,7 @@ ToeIn 0.000000
AxleFriction 0.050000
Grip 0.018000
StaticFriction 1.000000
KineticFriction 2.000000
KineticFriction 1.800000
} ; End Wheel
WHEEL 2 { ; Start Wheel
......@@ -161,7 +161,7 @@ IsPresent true
IsPowered true
IsTurnable false
SteerRatio 1.000000
EngineRatio 19000.000000
EngineRatio 17000.000000
Radius 11.500000
Mass 0.150000
Gravity 4400.000000
......@@ -172,7 +172,7 @@ ToeIn 0.000000
AxleFriction 0.100000
Grip 0.018000
StaticFriction 1.000000
KineticFriction 2.800000
KineticFriction 2.500000
} ; End Wheel
WHEEL 3 { ; Start Wheel
......@@ -183,7 +183,7 @@ IsPresent true
IsPowered true
IsTurnable false
SteerRatio 1.000000
EngineRatio 19000.000000
EngineRatio 17000.000000
Radius 11.500000
Mass 0.150000
Gravity 4400.000000
......@@ -194,7 +194,7 @@ ToeIn 0.000000
AxleFriction 0.100000
Grip 0.018000
StaticFriction 1.000000
KineticFriction 2.800000
KineticFriction 2.500000
} ; End Wheel
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