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jut703

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Posts posted by jut703

  1. I did a couple searches on YouTube:

     

     

    You're right, not much of the diesel clatter. Actually none audible for me. At least that's how it is for high revs, but I would assume idle would be the same. The only thing different now is that your mod has gargle while the real Q7 V12 TDI doesn't. It actually sounds so smooth and refined, typical German unlike the current 63 AMGs which are all brute power. :P

  2. This is a really good sound i must say.

     

    Though I do have a few reservations.

     

    Firstly, while the gargle in itself sounds good, it does seem out of place in a V12 Diesel.

     

    Secondly, as a result of the gargle sound, the usual rattle sound (even the most refined of common rail diesels have this) isn't present or if it is, hardly noticeable.

     

    And lastly, there doesn't seem to be much of the turbo gobbling up air as the revs climb up. We all know that TDU's "turbo" sound is a tad pathetic, so it always helps if the sound inherently sounds like a turbo.

     

    Nonetheless, I'd still be using this :P

  3. Wow nice work. Thanks for taking the time to do this.

     

    Thanks. I wanted to help out everyone who was clueless about TDUPE (as I was before) and at the same time help me remember the settings better.

     

     

    BTRQ?

    BTRQ is a file inside the car's exterior BNK (i.e. SKYGTR.bnk) which contains information about the car. I'm not entirely sure as to what it contains, but am certain that one of which is the redline limit. For example, let's take an Audi TT which has a rev limiter of 6500 rpm. Say, you decided to replace it with a Ferrari 458 Italia that revs up to 9000 rpm. Naturally, you'd edit the physics so as to make the TT (now an Italia) have a 9000 rpm redline. However, once you do drive the car, you would notice that it would rev properly to about 6500-7000 rpm properly, and past that, it would rev very slowly and when you actually reach 9000 it doesn't have the "bouncing off" effect on the limit but rather just stays there. This is because the BTRQ of the TT BNK was unchanged and still limited the car to 6500 rpm.

     

    I'm not particularly sure, but what I did in a situation like that (forgot which car, CLS55 I think which I replaced with C63), was to replace the BTRQ of the car with the BTRQ of another car that I knew had a much higher RPM limit. :)

  4. I finally got it working. Thanks for the input guys, the setting I changed was "Keep Original File Header". It was unchecked previously and when I checked it and loaded the header from the original 2DB file then replaced it, it finally worked. :)

     

    Also, pardon the stupidity and naivety of this question, but how exactly does one make a custom HUD from scratch? Are there downloadable models of HUDs or does one simply look at a picture of a certain car's HUD and replicate it in Photoshop? :)

  5. So if I understood correctly, the procedure is as follows:

     

    1. Load up TDUMT, and navigate towards the HUD BNK you plan to edit.

    2. Double click ext_rpm.2db in the BNK to load it up in DXTbmp.

    3. Once in DXTbmp, double click on the HUD image to load it up in Photoshop.

    4. Edit in PS, flatten the image, then click save.

    5. Click reload after edit in DXTbmp and then edit Alpha Channel (is editing Alpha Channel still necessary if I already have an Alpha Channel from the HUD I'm editing? If so, how do I edit it if it already has the black box with a grey circle inside?)

    6. Click Refresh Alpha and then click Save-As. Do not alter any DDS save settings.

    7. Convert DDS file to 2DB using TDUMT.

    8. Replace old ext_rpm.2db with the new one using TDUMT.

     

    I followed that procedure and right now I still have an orange HUD. My new 2DB file is 85kb while the old one was 66kb. I don't know how to make it smaller. What's weird for me is that last week I tried doing the same thing, editing the G35.bnk HUD and it worked out well. Now I'm trying it on the SSR.bnk and it's messing up so badly with the orange HUD.

     

    Please help, and thanks. :)

  6. So I've recently tried editing a HUD, changing the redline of an existing TDU HUD. So first I extracted the ext_rpm.2db of the HUD I was editing (SSR.bnk). Then, I used TDU modding tools to convert it to DDS. I opened the DDS with DXTbmp, and double clicked on the image. After editing it, I pressed flatten, then clicked save. I then clicked reload after edit on the DXTbmp toolbar. Afterwards, I double clicked on the alpha image, which already existed as I was editing an existing HUD. As I didn't intend on changing anything, I just clicked X after it loaded in PS. I then clicked Reload after edit and refresh alpha. Afterwards, I clicked File >> Save As. I selected DDS and the saveas type was DDS DXT 5. I then converted this file to 2DB using TDUMT then replaced the ext_rpm.2db file in SSR.bnk.

     

    After doing all that, I still have an orange HUD. Any idea on what I'm doing wrong?

  7. gksdlqq, good job so far, it's turning out to be a very well made mod. Though I must say, the silver accent's on the interior are kinda bright. I don't know if there's a way around that. Though there's this other minor issue I have, that I've seen with all your mods so far. On some angles, the texture is superb, but on others, like this one:

     

    2rpr24h.jpg

     

    It looks a bit too wavy and a tad too shiny. I hope you could address it somehow, as all your mods have that awkward angle.

     

    Anyway I still wish you the best of luck as you're really doing a great job so far.

  8. Great sound! Fits the C63 very well. Though I do have a few questions.

     

    1) Is it really that silent from 1000-1500 rpm? V1 wasn't that quiet.

    2) What is the max rpm for your sound? I feel as if it starts to sound flat as I reach 7000. I'm thinking it has 6750 as its limit, as the CLK55 has originally a 6750 redline? If that's the case, might I suggest you to increase the rev limit of your sound to 7200 rpm? There are quite a lot who use custom physics (like me) and have their C63 revving all the way to its real-life 7200 rpm redline. It's just quite disconcerting when it flattens out before the actual redline, and it actually makes me wary of revving up to redline before shifting as it just sounds awful. :(

  9. Those are side-effects to altering the weight distribution, and there's an easy way to prove that.

     

    Pick a car and set the weight all the way forward, then go hit a jump, and watch how fast the car nosedives into the ground.

     

    Now reset the weight distro all the way to the back of the car and hit that same jump, the back end of the car will hit the ground first and the nose will fly upward.

     

    This was also proven in the topic asking how to get cars to do wheelies, someone posted their settings that had drag cars doing wheelstands down the street.

     

    A little OP, While the straight-line performance effects of altering CoG can easily be adjusted with Acceleration, Inertia and Drag, it also makes the steering harder, as if the Force Feedback was increased. Editing Steering Response doesn't soften it. :(

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