Vehicle Classes and What does what....

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demoliton derby &figure 8 race add-ins
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  Vehicle Classes and What does what....
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madmax
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Vehicle Classes and What does what....
« Thread started on: Apr 19th, 2010, 09:48am »

I thought we should have a thread for Vehicle Class Modifications and what does what or to ask questions.

I am interested in trying to simulate a deflated tire or car driving on a spinning rim. What is the best way to do that?

The other thing is, I haven't done any changes to engine characteristics other then copy other engine/rpm/torque configs.

I want to create an engine that runs like crap. As if it is starving for fuel, dirt in the carb, or has some bad plugs or cap. I want to create a backfiring claptrap that doesn't pull revs.

Why?

1) Murphy's law. There is always the well prepped car that doesn't work come raceday. Usually you are lucky and get a 2nd chance in another derby.

2) Some very badly damaged cars make it to the final and no longer hit the sweetspot.

3) What is a realistic fuel capacity for a derbycar?
I am none to aware of derby cars running out of fuel. But I do know it used to happen.



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572bigblock
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Re: Vehicle Classes and What does what....
« Reply #1 on: Apr 19th, 2010, 8:27pm »

sounds like it would be a good idea to break the parts of the class file into groups and explain line-by-line what does what.

Not sure how to replicate a spinning rim

I know that if the "power curve" is not a smooth line through the RPM range the engine runs real choppy like it is loading up on fuel or wants to stall. What I mean by the power curve is the torque numbers. Think of the numbers being plotted on a graph, if the line is wavy up and down, or jumps up too fast or too slow and then gradually goes up, the engine will run choppy. A smooth curve and the engine will run and rev smoothly.


You're right about the broken cars. And there is something people like about the lame last-run specials like the broken spring car or the pre-rans like the cavy wagon.

Real car rules recommend around 3 gallons, usually no more than 5. Or this is how our local rules are, at least.

I think the game car's fuel capacity is set to 125, but they dont use common real-world units like gallons, and you have to set the fuel to somewhere under 1 to even run out during a race.
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madmax
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Re: Vehicle Classes and What does what....
« Reply #2 on: Apr 24th, 2010, 3:54pm »

on Apr 19th, 2010, 8:27pm, 572bigblock wrote:
sounds like it would be a good idea to break the parts of the class file into groups and explain line-by-line what does what.
Yes, that would be good. I know a few of the things, but theres lots I don't touch or know what its for or what it does.

Quote:
Not sure how to replicate a spinning rim
I'll experiment then and see if I come up with anything.

Quote:
I know that if the "power curve" is not a smooth line through the RPM range the engine runs real choppy like it is loading up on fuel or wants to stall. What I mean by the power curve is the torque numbers. Think of the numbers being plotted on a graph, if the line is wavy up and down, or jumps up too fast or too slow and then gradually goes up, the engine will run choppy. A smooth curve and the engine will run and rev smoothly.
Excellent. Exactly what I was looking for

Quote:
You're right about the broken cars. And there is something people like about the lame last-run specials like the broken spring car or the pre-rans like the cavy wagon.
They aren't everyones cup of tea but I enjoy the cars that are in bad shape. I am doing these for my own pleasure, and if I get something I think is worthy I will release. I really liked the CAVI wagon preran file. Its so messed up.

Quote:
Real car rules recommend around 3 gallons, usually no more than 5. Or this is how our local rules are, at least.
When we first started derbying they had a few years where they ran 1 gallon of fuel. Cars ran out ! Then they went back to 5 gallons, so 3 to 5 sounds respectable.

Quote:
I think the game car's fuel capacity is set to 125, but they dont use common real-world units like gallons, and you have to set the fuel to somewhere under 1 to even run out during a race.


Well then its set in CANUCK fuel measurements.
Thats 125 liters of fuel.
1 litre of fuel is about .28 of an American Gallon.

In the good days we had GALLONS. And Our Gallon was Larger then yours. It was called an IMPERIAL GALLON.

Obviously named after a strong derby car and not the Royal Crown.
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572bigblock
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Re: Vehicle Classes and What does what....
« Reply #3 on: Jul 27th, 2010, 8:54pm »

on Apr 24th, 2010, 3:54pm, madmax wrote:
Well then its set in CANUCK fuel measurements.
Thats 125 liters of fuel.
1 litre of fuel is about .28 of an American Gallon.

In the good days we had GALLONS. And Our Gallon was Larger then yours. It was called an IMPERIAL GALLON.

Obviously named after a strong derby car and not the Royal Crown.


You're obviously right, fuel in the class file is measured in metric units. I dont know what I was thinking, I guess I thought liters were bigger than gallons.


The vehicle weight must also be in metric units too. For example a class8 (station wagon class) weight is 1000. Kilograms I am assuming. I believe a real roundback station wagon weighs in the ballpark of 4,500 pounds.


I know that the game uses units like degrees also, just to name some more.


Its confusing because nothing is labled. I've experimented very little with all the different spring rates and settings, because I dont know what anything is. Also I'm not sure what unit the torque numbers are displayed as (Newton-Meters?). I do know that 500 ft-lbs of torque at 1000 RPM ought to make a 3,000 lbs car light up the tires as soon as it is put in gear. Thats not the case with with game. Some of the torque numbers for the most powerful cars of this game touch 1,000 and go over. And they dont feel all that powerful.


There are limits to some of the settings also. I'm pretty sure there are upper limits to damage and power. But it will not crash the game if you type in a number over the limit. Lets say the limit to damage on each part of the car is 999. If you type in 2000 for the damage on your front fenders it will still only actually be 999.


While playing with the torque number settings for power it felt like I was making gains at 9,999. But any more than that I didnt feel a difference. However its hard to keep a car under control to test with that much INSANE power!

I set the UFO compact at a 4 wheel drive (with all 4 wheels powering it), then I set the power at 9999 at every RPM listed, then I multiplied the friction of the wheels by over 4x. I took it out to test on an asphalt track and it lit up all four tires (leaving behind four very distinct black marks), pulled a wheelie, hit the wall and went spiraling out of control out of site like a broken rocket....all within 2 or 3 seconds

LOL



I've done quite a bit of testing with class files so there is a lot of information that I really should share on this page before I forget it.

For example I came up with a few different rear diff characteristics. For example one that powers both wheels upon a straight take-off, but when you turn a corner it acts like the transmission is majorly slipping powering no wheels. This makes it very hard to spin out, but you can still have all RPM directed to forward power as soon as you go straight. I've found numbers for rearends with open differential characteristics, spool characteristics, and posi-traction/LSD characteristics.


In the future I will share some actual numbers to set settings at and try to describe the changes that occur to better document them. This will make it much easier for people building class files to build a class file quickly and better select characteristics they are after.
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