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FOJ Forums  |  Flatout 2  |  Mods  |  Topic: Custom Cars Mod. Developers Beta Version. Discussion Thread. 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: Custom Cars Mod. Developers Beta Version. Discussion Thread.  (Read 47392 times)
Muratus
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« on: November 10, 2006, 06:22:56 PM »

This is the discussion thread for the Custom Cars Mod. Developers Beta Version.

If you have any questions, thoughts suggestions, or need help please post here.

Here is the download link: Edit link: CustomCarsMod Developers Beta Version V1.2

Also give this thread a read if going to use Custom Car Mod:

General Lee and other single carpack 1 cars, how too.
« Last Edit: January 04, 2010, 11:44:36 AM by Purple44 » Logged

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Muratus
Shadow
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« Reply #1 on: November 11, 2006, 01:02:47 PM »

I am working with unpacked game version 1.2 us version.

I'm still not able to get  driver position to adjust.

I was workin on getting heddly's go kart as car 46 and having issues with the sound section of car46 car.bed  The sound can barely be heard.I basically can only hear the new on low sound (very low) then fades to no sound for car. New wav files were added for the go kart. I made them car46_onlow.wav, car46_onmed.wav,, etc

FYI :Heddly's go kart with custom sound works fine in his packed up version as a replacement for the car10 insetta with new database.

Edit: by redoing the fo2 setup without using that waveout in sound options and hardware3d unchecked , the idle sound now works perfectly and but still get sound fade as i run thru gears.  I noticed that  the gearsystem.foj in data base not used in car.bed  as well as the bottom 2 lines of the crossfader.foj file also not found in car.bed. This means those settings for all cars will use the pepper settings from database. So i manually changed them in database for car46 to match the same missing lines only of heddly's car10 database and the sound ran perfect. So those missing lines will need to be added to car.bed
« Last Edit: November 11, 2006, 01:58:39 PM by Shadow » Logged
Muratus
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« Reply #2 on: November 11, 2006, 07:26:54 PM »

I've still not had any issues getting the driver location to change. It's worked everytime for me. But I've only changed a few of them so far. It is something that defanately still needs testing.

Those missing lines for the sound would not work in the car.bed files which is why they are missing. lol. Again another area that needs testing further.
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« Reply #3 on: November 12, 2006, 01:13:33 AM »

in the ingame menu, you are missing a lot of the custom cars. I made a car_46 insetta sport to change the tires, but I saw no car_46 in game. They started at car_47, and there are others missing.
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« Reply #4 on: November 12, 2006, 01:16:16 AM »

You need to create a brand new profile. I as well encountered about 8 cars missing in total and found them missing cars available in career mode. By starting a brand new profile, all cars were seen.

Hope that helps.  Grin
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Heddly
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« Reply #5 on: November 12, 2006, 05:02:25 AM »

I created a new profile like Shadow suggested and all of the cars showed up when I used the GIEVEPIX code to unlock the cars.

I tried changing the driver position for the cars 46,47,48,89 and 90 with no luck.I don't think the game is using the Car Data Settings part of the car.bed file.Changing the Center of Mass and  Downforce didn't seem to have an effect.

I copied the settings from the database of the F1_GoKart.rar that I sent you the other day if you would like to try them.The unpacked fo2.db is in the database folder.  Wink
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Muratus
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« Reply #6 on: November 12, 2006, 04:01:00 PM »

Here is the exported data from the database, it contains all of the original cars equipment settings. Should help figuring out how to setup your custom cars.

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« Reply #7 on: November 14, 2006, 05:52:57 AM »

Muratus, in your description in the download page for this mod you implied that the matching system needs to be changed in order for the mod to work on-line.

How could that be done? Isn't it hard-coded into the .exe?
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Zenomart
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« Reply #8 on: November 23, 2006, 06:17:31 PM »

In the first lines of the car.bed you get the variable "cd.Durability"
How much I change that one, the durability doesn't differ ingame.
Code:
-- Car Equipment settings

-- Car Data Settings

cd.CenterOfMass                     = {0.000, 0.000, 0.200 }
cd.CenterOfDownforce                = {0.000, 0.450, 0.000}
cd.DriverAnimId                     = 1
cd.DriverLoc                        = {-0.373, 0.326, -0.136}
cd.Mass                             = {929.000, 1020.000}
cd.MassFudgeFactor                  = 0.1
>>   cd.Durability                       = {0.000 , 0.000}
cd.SubjectiveHandling               = {0.700 , 0.800}
cd.SpeedLimit      = {183.000 , 213.000}
cd.WindowBrightness                 = 0.350
cd.Price      = 20
--cd.Name      = ConvertToWString("6")
cd.Class                            = 2 -- This is only to match with what class of cars the AI will use
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« Reply #9 on: November 23, 2006, 06:45:37 PM »

What is the MassFudgeFactor?

Does that determine how bad you get the crap scared out of ya?
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Muratus
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« Reply #10 on: November 23, 2006, 06:50:57 PM »

What is the MassFudgeFactor?

Does that determine how bad you get the crap scared out of ya?

LMAO!!!!

I think it's how much your car reacts when it gets hit by another car.
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« Reply #11 on: November 23, 2006, 07:13:28 PM »

lol, put it insanely high, and when you hit someone, they get sent off the track at like 1000mph Tongue
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« Reply #12 on: November 24, 2006, 05:12:42 AM »

Zenomart, make sure your running 1.1 first. In 1.0 the top part aka "data settings" did not work at all (or some of the settings didn't work like driver position , center of mass, center of downforce ) Tongue
« Last Edit: November 24, 2006, 05:15:03 AM by Shadow » Logged
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« Reply #13 on: November 24, 2006, 01:11:29 PM »

Thx Shadow, it works now.
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« Reply #14 on: November 25, 2006, 07:26:30 AM »

I'm asking again Tongue
Muratus, in your description in the download page for this mod you implied that the matching system needs to be changed in order for the mod to work on-line.

How could that be done? Isn't it hard-coded into the .exe?
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FOJ Forums  |  Flatout 2  |  Mods  |  Topic: Custom Cars Mod. Developers Beta Version. Discussion Thread. « previous next »
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