I'll start the thread, even thou i need to find a team first...
Arcade City:
Set of small tracks with shared texture folder.
Vehicle mod with unrealistic parameters...
Gamestyle is arcade so this is NOT for simracin. ( Tracks and cars can be used mixed of course)
Everything should be fast loading, small packages
I already have a set of objects ready for texturing, vehicle mod physics are researched and modelling started. Where i need help is testing, that is the largest part of this (possible) project. New track are needed too but this time you can do what ever you want... Use glitches, weird textures, huge cambers and gradients.... Objects can be on any theme, first test track is ½ city blocks and ½ tunnels... Shared texture folder is mainly for decreasing filesizes.
What do you guys think, one last mod before the next gen work starts? This would be first "total mod" where tracks and vehicles are made to fit each other.. By using modded vehicle we don't need to use unrealistic grip-level in the track so track can be used with regular vehicles. I figured out a neat "turbo boost" for the car, look at this torque map and try to figure out how it works. It's integral part of the idea, i neede to figure out an idea that makes the cars accelerate absurdly fast on straights while having still some kind of control in the corners.
Here's the torque curve:
Got it yet? Parameters are RPM, friction and torque.. HP peak in this curve is 2665HP @ 14 000 RPM (minus friction, total is probably somewhere around 1500HP).. The revs go so high that the engine noise disappears completely and you get this jet sound coming from drivetrain, fits really well to picture.. before the first limit it's a little bit souped S2000 engine, after the limit it's a jet! Top speed unfortunately has to be ~350-400, more and there's no amount of cheating in a sim to make any sort of vehicle controllable.. There is also quite a huge torque in the low low range, under idle RPM to stop engines from shutting down so easily, people will crash a lot... Clutch is also limited to provide more traction in the "jet" mode, aeros are lo drag etc.
You need to accelerate to third gear, flick really fast back to 1st to get the revs over 0 torque limit, that releases the "turbo boost"......
I was planning of doing two or three cars. One low, long, wide and fast top speed, fits under certain gates, very futuristic. Middlerange car (almost default WTCC look..) with less top speed but better acceleration, the narrowest so fits thru narrow gates. And then a jeep with quickest acceleration, lowest top speed and high ground clearance, only one that can go thru "spikes" (30cm pole sticking from ground...) That way the obstacles can be designed to fit certain car or cars... Engines can be made for all of them to adjust the turbo boost effect, gearboxes are gonna be locked or at least highly limited. One thing i want to keep is the possibility to make own setups, that must be in, otherwise what's the point?
So does anyone want to have fun and breaking all the rules? Tracks are very fast to build and personally found it very very funny to build a gigantic halfpipe and getting a full 360 with a car... I'll do this on my own if no team is found but it'll be much slower and less variety,
Arcade City:
Set of small tracks with shared texture folder.
Vehicle mod with unrealistic parameters...
Gamestyle is arcade so this is NOT for simracin. ( Tracks and cars can be used mixed of course)
Everything should be fast loading, small packages
I already have a set of objects ready for texturing, vehicle mod physics are researched and modelling started. Where i need help is testing, that is the largest part of this (possible) project. New track are needed too but this time you can do what ever you want... Use glitches, weird textures, huge cambers and gradients.... Objects can be on any theme, first test track is ½ city blocks and ½ tunnels... Shared texture folder is mainly for decreasing filesizes.
What do you guys think, one last mod before the next gen work starts? This would be first "total mod" where tracks and vehicles are made to fit each other.. By using modded vehicle we don't need to use unrealistic grip-level in the track so track can be used with regular vehicles. I figured out a neat "turbo boost" for the car, look at this torque map and try to figure out how it works. It's integral part of the idea, i neede to figure out an idea that makes the cars accelerate absurdly fast on straights while having still some kind of control in the corners.
Here's the torque curve:
Code:
RPMTorque=( 0, -58.4, -58.0)
RPMTorque=( 250, -33.0, -9.0)
RPMTorque=( 500, -13.7, 140.0)
RPMTorque=( 750, -19.4, 120.5)
RPMTorque=( 1000, -21.3, 120.5)
RPMTorque=( 1250, -23.5, 124.6)
RPMTorque=( 1500, -25.8, 115.5)
RPMTorque=( 1750, -28.5, 125.5)
RPMTorque=( 2000, -31.3, 135.0)
RPMTorque=( 2250, -34.5, 144.3)
RPMTorque=( 2500, -37.9, 153.6)
RPMTorque=( 2750, -41.6, 163.1)
RPMTorque=( 3000, -45.6, 173.2)
RPMTorque=( 3250, -49.7, 184.1)
RPMTorque=( 3500, -54.2, 192.8)
RPMTorque=( 3750, -59.0, 205.6)
RPMTorque=( 4000, -64.1, 217.8)
RPMTorque=( 4250, -69.4, 229.3)
RPMTorque=( 4500, -75.2, 240.0)
RPMTorque=( 4750, -81.1, 249.8)
RPMTorque=( 5000, -87.3, 288.6)
RPMTorque=( 5250, -94.1, 286.3)
RPMTorque=( 5500, -101.0, 292.8)
RPMTorque=( 5750, -108.3, 298.0)
RPMTorque=( 6000, -116.0, 301.8)
RPMTorque=( 6250, -124.0, 304.2)
RPMTorque=( 6500, -132.7, 304.9)
RPMTorque=( 6750, -141.5, 304.0)
RPMTorque=( 7000, -150.9, 301.4)
RPMTorque=( 7250, -160.8, 296.9)
RPMTorque=( 7500, -171.0, 290.4)
RPMTorque=( 7750, -181.9, 281.9)
RPMTorque=( 8000, -193.4, 271.2)
RPMTorque=( 8250, -205.7, 258.3)
RPMTorque=( 8500, -218.5, 253.0)
RPMTorque=( 8750, -232.2, 225.3)
RPMTorque=( 9000, -246.7, 225.0)
RPMTorque=( 9250, -262.5, 205.1)
RPMTorque=( 9500, -285.0, 186.5)
RPMTorque=( 9750, -310.0, 128.0)
RPMTorque=(9999, -337.0, 0.6)
RPMTorque=(10000, -337.0, 0.6)
RPMTorque=(10250, -351.0, 10.2)
RPMTorque=(10500, -359.7, 10.7)
RPMTorque=(10999, -337.0, 10.6)
RPMTorque=(11000, -137.0, 10.6)
RPMTorque=(12000, -137.0, 500.6)
RPMTorque=(13000, -137.0, 750.6)
RPMTorque=(14000, -237.0, 1000.6)
RPMTorque=(15000, -337.0, 500.6)
RPMTorque=(16000, -337.0, 0.0)
RPMTorque=(17000, -337.0, 0.6)
RPMTorque=(18000, -337.0, -20.6)
RPMTorque=(19000, -337.0, -20.6)
RPMTorque=(20000, -337.0, -20.6)
Got it yet? Parameters are RPM, friction and torque.. HP peak in this curve is 2665HP @ 14 000 RPM (minus friction, total is probably somewhere around 1500HP).. The revs go so high that the engine noise disappears completely and you get this jet sound coming from drivetrain, fits really well to picture.. before the first limit it's a little bit souped S2000 engine, after the limit it's a jet! Top speed unfortunately has to be ~350-400, more and there's no amount of cheating in a sim to make any sort of vehicle controllable.. There is also quite a huge torque in the low low range, under idle RPM to stop engines from shutting down so easily, people will crash a lot... Clutch is also limited to provide more traction in the "jet" mode, aeros are lo drag etc.
You need to accelerate to third gear, flick really fast back to 1st to get the revs over 0 torque limit, that releases the "turbo boost"......
I was planning of doing two or three cars. One low, long, wide and fast top speed, fits under certain gates, very futuristic. Middlerange car (almost default WTCC look..) with less top speed but better acceleration, the narrowest so fits thru narrow gates. And then a jeep with quickest acceleration, lowest top speed and high ground clearance, only one that can go thru "spikes" (30cm pole sticking from ground...) That way the obstacles can be designed to fit certain car or cars... Engines can be made for all of them to adjust the turbo boost effect, gearboxes are gonna be locked or at least highly limited. One thing i want to keep is the possibility to make own setups, that must be in, otherwise what's the point?
So does anyone want to have fun and breaking all the rules? Tracks are very fast to build and personally found it very very funny to build a gigantic halfpipe and getting a full 360 with a car... I'll do this on my own if no team is found but it'll be much slower and less variety,