Basically, I am now working on a Formula SAE instead of a top doorslammer or a drag car of any kind because I lost motivation and don't want to really go through the process of actually re making stuff and being accused of stealing if it looks some what similar, so yeah, new project.
So yeah, first photo is what it looks like in the 3ds max scene, second photo is what it looks like in game. * Ignore the random suspension objects and bars poking out of the body work, still have to move stuff. *
But yeah, Basically I used the line tool then used loft to make the chassis, and used the line tool then I used extrude on everything bodywork wise, but only certain parts are showing up, so yeah, if anyone has any ideas, that would be great
I am making a Top Doorslammer, and obviously I have to make the engine have heaps of power.
I will start from scratch.
I started with the S392 GT, I then changed the model to the model I am using. I then set the wheels up in the GEOM file, I still have to finish suspension linkages and stuff to make it " Handle correct ".
So I have played around with the sprint car on tracks like Daytona and stuff and it has heaps of power, so as a test I put the 410 engine curve to the S392's files.
Now, that is where the engine gets all how ya goin', basically until the engine reaches 120 degrees, the gears just " slip " but once it hits said temperature it finally will start grabbing the gear and driving it properly ( not making the power its meant to be making due to over heating but still hits 230km/h ).
So basically, is there a way in the .CFG to counter what I would imagine the torque of the engine doing this? ( I have played around with differential stuff and set it to half of the original gear settings on the final drive, and then for the first 7 gear ratios I have put them at half as well, but still getting the slip.
Credit to Matt McLean who originally started making this back in 2013 but due to him actually having a social life he handed the project files over to me! Obviously Matt's and my version of Todd Road won't have anything on the KartKraft version but still, for the few who still play KRP have a good time with the track
*Note - The shader on the track is really bright in this version of Todd Road, I have fixed it but I can't be bothered to really upload a newer version for such a small fix + I know its black around the track.
Soooo have been working on getting this into game.... BUT I need PiBoSo, or anyone else's help with getting all the wheels to turn, and move with the suspension and all that good stuff.... sooo if anyone has ideas... (+ Basic textures for now, just so you can see whats going on... )