Discussion in 'Car Models | Physics' started by luchian, Aug 22, 2017.
Thank you for this info. I need to remodel the whole thing. Stay tuned.
Now I have modeled a car ceiling in Blender 3D. It imports to the kseditor and it is a very low polygon model. However when I try to see the modeling in kseditor it seems to be nowhere. Definitely it does not seem to be in 0.0.0 point. The object which I imported to kseditor is not possible to see. It should have material and null texture. Still no observation of the object. I have included few images. Please help me in this matter.
Double-click on the object name. Should automatically zoom-in to the object.
Otherwise, the scale might be wrong (e.g. too small).
Thank you for this info. The scale was indeed wrong. The size of my car was over two kilometers. Almost funny, but I do not understand how it was possible at the first hand.
If you work with Blender, this is how .
In Blender 2.79b the FBX export panel has an additional option ("Applying Scalings") not mentioned in the first post: with value "FBX Units Scale" the model should be exported with 1:1 scale respect scene's units.
When I import to ksEditor my model is invisible and in the materials tab there is nothing under textures and all the materials have NULL
just select some texture file, a 128x128 png with just white for example
I've done this and now the model just shows as black, it also crashes if i try and load it ingame?
here's a zip of my files if anyone want's to take a look
I have started to work on a car mod based on the Formula K template.
Since ca. three weeks I have the problem that it is not a fun to drive the car. I have some nasty frequencies in the steering wheel, espescially in lower and mid range revs. The lower the rev the more worst is the problem.
I use a Simucube Mige 20NM direct drive system. To be clear what I mean, I have these nasty frequencies physically in the steering wheel, it´s nothing I can see in the graphics.
I don´t have the problem with any other car or car mod in AC.
Thanks & best regards,
Weird stuff man.. never heard of anything like that. It is related to revs, not to speed ? Maybe something bad with aero, or something is weird with steer assist ?
Is that model ripped from Nintendo? Looks like it. You got the scale wrong, the shaders are working but you just need to play around with the values of them, leaving them at 0 will ofc result in just black. It doe not load into the game because the digital_instruments.ini is referencing objects the model doesn't have, just delete all those from the ini.
Also your physical collider is way too detailed... seems like you just took the same "car" model
Thanks, I'll try this out, and yeah the collider was just the same mesh with a few parts removed and then decimated, I'll probably just replace it with a cube at some point. also how do I change the scale
Hi, what kind of dyno sheets are reliable to use?
is this a good site?
in this case should I should this info on the power.lut (just rpm and torque)
like displayed above?
For me that site is a good baseline, though I would take it with a pinch of salt. AFAIK they just generate those curves based on whatever other data they may have (power@rpm, torque@rpm), then just extrapolate something that kinda fits. Generally they will be too smooth and 'perfect' compared to real dyno data.
That's what I saw when checking some B16a stock dyno sheets.
Is it better to include all the range in 100rpm increments? I guess the more detail the better?
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They say that these curves are calculated, they don't include turbo lag and so on.
Compare this curve from Automobile: http://www.automobile-catalog.com/curve/1987/57470/porsche_959.html
To the actual one from the cars manual: http://www.959registry.org/Owners_Manual/Page113.JPG
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