YAY =D
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Quote from: jd88x89 on July 05, 2013, 10:31:58 PMYes,for sure,sadly i think that the netcode problem will be one of the hardests(and will be done closer to the final release) things for the Sim,so the "Perfect Idea" is "more accessible" than NETCode problems fixed...Quote from: IceMan11 on July 05, 2013, 10:18:22 PMNot to mention the net code fixesQuote from: fdg1997 on July 05, 2013, 09:22:15 PMQuote from: nmpcs on July 05, 2013, 02:21:06 PM
I like that idea, fdg1997.
The only thing that could happen is if someone started to play with his position every lap and so the restart would be "permanent".
For that I think the faulty driver should get a warning and if he keeps on the wrong position in the next lap, he should be DQ'd
Another thing... I think the light should go green for everyone right after the leader goes through the yellow line, instead of making everyone pass that line to start full throttle
Yeah,I think of it after i post that,but when i was going to edit thye post(now) i saw your and IceMan11 posts so dont edit it,i definitely agree with both of you guys,and i think that puting our ideas together make the "Perfect Idea" in my point of view... =D
With the "Perfect Idea" KRP would be even MORE awesome!!!
Quote from: nmpcs on July 05, 2013, 02:21:06 PM
I like that idea, fdg1997.
The only thing that could happen is if someone started to play with his position every lap and so the restart would be "permanent".
For that I think the faulty driver should get a warning and if he keeps on the wrong position in the next lap, he should be DQ'd
Another thing... I think the light should go green for everyone right after the leader goes through the yellow line, instead of making everyone pass that line to start full throttle
Quote from: oppolo on June 27, 2013, 10:07:47 PMlol i tryed it but whatever i do the engine go OK before it hit 3800RPM then it jump to 4400 like the clutch is spinning in false,the it go OK from 4500~5800 the it JUMP again to 6500 and the clutch spin in false again the it limit in 6800RPM(i put it to limit in this RM,its OK)Quote from: fdg1997 on June 27, 2013, 07:47:20 PM
Hmmm sorry but i don't have the torque curve,the acceleration of the 15HP one were good for a endurance tune of the engine (15hp) if you can add it a bit more torque it will be realistic in the 21hp tune... and about the kart,if you can make it with the CRG Body i will be happy,because the CRG Bodywork is the closest from the Mega kart thjat i race =D Thanks a lot (Sorry my bad english xD)
at what rpm is the max power?
anyway you can try by yourself, the file is HONDA_390_15HP.engn
numpoints = 10
point0 = 1.666666, 0.766870
point1 = 16.66, 24.1
point2 = 25, 25.3
point3 = 33.33, 25.9
point4 = 41.66, 26.1
point5 = 50, 26.1
point6 = 60, 23.9
point7 = 66.66, 23.4
point8 = 83.33, 21.3
point9 = 100, 15.3
the first number is rpm/60, the second is the torque in Nm, for having a graph I use this http://www.rfactorcentral.com/detail.cfm?ID=Easy%20Engine%20Physics%20Editor
Quote from: oppolo on June 27, 2013, 09:07:20 AMQuote from: fdg1997 on June 27, 2013, 01:37:56 AMthanks
Wow,tested and its a nice work!! Btw i will ask you if you can do a GX390 with 21HP and rev ate around 7000 RPM to me feel closer to my real kart xD Thanks and GREAT Work man ^^
do you have the torque curve?
do you want only the engine or also the kart using it?
Quote from: Adriano Augusto on June 16, 2013, 02:12:47 PM
Hello James.
This is just a coincidence
i use this color scheme since 1998
and your paint scheme is absolutely fantastic, my paint is poor when compared with your.
Hello fdg
i will fix it today, including the ingame name, rim colors, and will try again insert my helmet paints in game.
If i have sucess on this, i will send all helmets that i painted for drivers
Quote from: Diddy4957 on June 09, 2013, 11:50:26 PMQuote from: fdg1997 on June 09, 2013, 09:34:04 PM
Can anyone help me? I cant chose between my Helmet paints with the Mini,with another classes i can chose all my helmet paints but with mini only the standard ones are avaible (Yellow/Blue/Red/White...) Thanks
To install a kart paint create, in Kart Racing Pro installation path, the following folder structure:
"bodyworks\paints\tk" for T karts
"bodyworks\paints\nl" for C karts
"bodyworks\paints\fl" for B karts
"bodyworks\paints\nl_mini" for the C Mini karts
and copy the PNT file in the appropriate directory.
It is also possible to have a paint for a specific kart, using the following structure:
"karts\t_kf1\paints"
"karts\t_kf3\paints"
"karts\t_kz1\paints"
"karts\t_fs250\paints"
"karts\t_f100\paints"
... and so on
For the helmet and visor:
"driver\helmets\sk6\paints"
or
"driver\helmets\sk6_s\paints"
or
"driver\helmets\sk6_mini\paints"