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Sambo

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Everything posted by Sambo

  1. Did you include the trailing backslash? eg: C:\Program Files (x86)\Atari\Test Drive Unlimited\
  2. Awesome! Thanks Dredgy :D Importing's working fine now :D :D :D Oh, one small request for the next version, when you have the vehicle name highlighted (eg; you've just selected a car, if you hit <Tab>, the focus is shifted to the 'Save Car' button. Maybe it's just the way I work, but I think it would be more useful to have the focus move to the 'Load Car' button to speed up operation of the editor.
  3. Ok, thanks Dredgy. Keep up the great work BTW! It's guys like you who keep this community going!! :)
  4. OIC, fair enough. Any hope of a patch / workaround for the import issue in v2.0? I have found that if I export a car, modify it, then import it again, it will 'import' the currently saved settings for that car (not the ones in the modified export file).
  5. Sweeeeet! :D Any ETA on v3 as yet? I'd be happy to beta test if you need any done.
  6. Same here with importing. Doesn't seem to work in v2.0!
  7. v1.2 is better for speeds (still not 100% by my testing, but pretty damn close! (2.4, 7 & 16). However, adjusting stuff in TDU is a nightmare! Changing one parameter can affect both straight line performance and handling. For instance, Downforce and Grip both affect acceleration and cornering. I have spent MANY hours tuning TDU cars and have basically come to the conclusion that replicating all aspects of real-world performance is not possible, there will always be a trade off between straight line and cornering performance and because there are SO MANY variables in the equation it can drive you ABSOLUTELY NUTS trying to juggle them all to make everything work! So as I mentioned earlier, I tend to get my 0-100 time & top speed perfect and forget the other times, it's just too hard and parameters you adjust can massively impact handling. Hopefully one day physics engines are a perfect simulation of reality and you just need to plug in the real world numbers and it all works first time. In the mean-time, we can only dream :)
  8. Yeah, it's very hard to decide on this. Since this is a game and the aim is fun, I tend to go for arcade over realism. I try to make the 0-100 and the top speed correct, but it's not really possible to get the times to 100, 200 etc exactly accurate at the same time due to limitations in the game engine. At the end of the day, everyone wants to experience driving the Veyron at top speed, so if you can't reach it due to the roads not being long enough it sux :)
  9. Hi Dredgy, I guess you're probably sick of testing Veyron mods now, but I've spent a LOT of time tweaking and testing Veyron physics (probably 30+hrs) and I think I've got it as good as is possible within the limitations of the TDU engine. I haven't made it into a proper TDUPE packaged mod yet (I'm planning to do a proper package as soon as I can get motivated & the physics section is up), but if you're interested I can give you the raw (decrypted) db.bnk/TDU_CarPhysicsData.db numbers if you want to try them. Edit: I tried to run TDU PE, but I'm getting a .net error: "No value given for one or more required parameters". Any ideas what's causing this? This doesn't look right to me in the TDUeditor.exe.config file:
  10. What times do you get with this mod terzer? I've measured the speeds as follows: 0–100 km/h 2.75 sec. 0–200 km/h 6 sec. 0–300 km/h 12 sec. 0–400 km/h 19 sec. Top Speed - 451 km/h The real world times are: 0–100 km/h 2.5 sec. 0–200 km/h 7.3 sec. 0–300 km/h 16.7 sec. 0–400 km/h 55.6 sec. Top Speed - 407 km/h Do your times come out differently? Maybe it didn't install correctly on my system!?
  11. Firstly, can I say that without the hard work of all the modelers and from you Tool, the TDU community wouldn't be ANYWHERE NEAR as strong as it is today! I want to take this opportunity to thank ALL the modelers that contribute to the HUGE range of EXTREMELY high quality vehicle mods available on this forum!! I can say without a doubt that I enjoy playing with modded vehicles more than with the original ones!! That said, to be honest, it's not THAT easy to spot a modder's identity: Perhaps as someone pointed out earlier, the modder's name should be more prominent (ok, a lot more prominent! :D) Currently it kinda gets lost in the small print. Also, many of the models are taken from other games so you kinda get used to that and so the ones that someone has made from scratch don't really stand out... Keep up the great work guys & ignore those idiots who just want to bag everything anyone does!!!
  12. Is this up yet? If so, I can't find it. :D
  13. Were you trying to play online with modified game files?
  14. I have actually completed & extensively tested/tweaked Veyron physics already. I will post as soon as the new physics section becomes active.
  15. Can anyone point me to where I can download 'Djey's Patch Editor'? I can't seem to find it!? BTW, I have a pretty good (I think) Veyron physics setup. I'll post as soon as I can get it into a pack!
  16. Rejoice oh ye citizens of TDUC! I bring you good tidings of great joy!! TDUC has officially allowed physics modding!! (in a controlled fashion). http://forum.turboduck.net/showthread.php?p=262779
  17. Rejoice oh ye citizens of TDUC! I bring you good tidings of great joy!! TDUC has officially allowed physics modding!! (in a controlled fashion). http://forum.turboduck.net/showthread.php?p=262779
  18. Rejoice oh ye citizens of TDUC! I bring you good tidings of great joy!! TDUC has officially allowed physics modding!! (in a controlled fashion). http://forum.turboduck.net/showthread.php?p=262779
  19. Sounds fair enough to me! My only aim with my mods is realism in any case (that's the whole point for me, if you want to cheat there are plenty of other, easier ways to achieve this), so all my modded cars are as close to 'real world' as I can make them (or at least as I'd imagine them to be, I've only ever had a ride in one supercar :lol:) Of course, there's nothing stopping people from making a 9000BHP car themselves, but this way at least TDU can't be blamed if this happens. Let me know as soon as the Physics section (or whatever it's going to be) is up and I'll start posting!! :D
  20. I too would like an 'official' answer on this. Maybe it's just that the mods are all on holiday? :lol: I have an absolute KACKLOAD of info on TDU physics modding and I've spent ABSOLUTELY HOURS modding 8 cars to perfection and there are more to come. My info is already on the net, but it would be great to be able to share this with TDUC members.
  21. What does '(Physics & Mod Installer)' mean? Are we allowed to post physics mods on TDUC now??
  22. Hey XeeTaah, Where did you see an 'engine failure' mod? Sounds interesting! Sam.
  23. Figured a way around it by swapping the vehicle ID with another, non-restricted car :D
  24. Bummer. Yeah well, you never know your luck :)
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