Starting with Beta8, physics files ( .cfg and .engn ) of the engines and karts ( .cfg ) are unencrypted.
It should now be possible to create new engines and new karts ( combining the different chassis / engines ).
This is awesome to hear, can't wait to start messing around with stuff that I shouldn't. :D
Quote from: jnl.42 on March 22, 2013, 04:40:38 PM
This is awesome to hear, can't wait to start messing around with stuff that I shouldn't. :D
:D hehehe. I hope you do a good job ;)
Will it work in multiplayer?
Are sound unencrypted?
Quote from: EVO on March 22, 2013, 05:33:45 PM
Will it work in multiplayer?
It should work if you create a new kart, but not if you modify an existing one.
Quote from: PiBoSo on March 22, 2013, 05:49:14 PM
Quote from: EVO on March 22, 2013, 05:33:45 PM
Will it work in multiplayer?
It should work if you create a new kart, but not if you modify an existing one.
So, if the other person also has the modified kart, would they still be able to race with u?
Quote from: jd88x89 on March 22, 2013, 07:37:33 PM
Quote from: PiBoSo on March 22, 2013, 05:49:14 PM
Quote from: EVO on March 22, 2013, 05:33:45 PM
Will it work in multiplayer?
It should work if you create a new kart, but not if you modify an existing one.
So, if the other person also has the modified kart, would they still be able to race with u?
It should be possible. Please report if there are problems.
Ok, will do
Okay, can u give me a base on how to change and edit an engine? And will it be possible eventually to model engines and put them in the game?
Thanks, jd88x89
you can model engines now you just have to scale and position them in the right place which may take awhile without a basic 3dmax scene template. I did it for the airboxes ill do it for a simple KT100.
Quote from: EVO on March 22, 2013, 08:44:10 PM
you can model engines now you just have to scale and position them in the right place which may take awhile without a basic 3dmax scene template. I did it for the airboxes ill do it for a simple KT100.
That would be awesome. Thxs. So what ur saying is just follow ur airbox tutorial?
if we want to make sounds how long is each sample? are they straight forward like their names? kart_idle.wav , kart_offhigh.wav kart_onhigh.wav
Arrowjmax4 can you record the sound next dyno runs you see and run the engine under high and low load (rev up and down fast as well as slow). What pipe do you use on your engines in the dyno?
Quote from: EVO on March 23, 2013, 04:45:37 PM
if we want to make sounds how long is each sample? are they straight forward like their names? kart_idle.wav , kart_offhigh.wav kart_onhigh.wav
Arrowjmax4 can you record the sound next dyno runs you see and run the engine under high and low load (rev up and down fast as well as slow). What pipe do you use on your engines in the dyno?
Samples must be recorded at a fixed RPM, and saved as mono. They must be loopable.
A quick reference to calculate the ballast weight:
- KF-A ( no front brakes ): 55 kg, including tyres and bodywork.
- KF-B ( front brakes ) and KZ ( combined brakes ): 60 kg, including tyres and bodywork.
- driver: 70 kg
Example: KF1.
Ballast weight = 160kg ( regulations ) - 70kg ( driver ) - 60kg ( chassis, bodywork, tyres ) - 15kg ( KF1 engine and radiator ) = 15kg.
For the position: X+ is right, Y+ is UP and Z+ is forward.
Even without creating new engines, it is easy to create a new kart.
For example, someone asked for a FS250 kart with combined brakes.
- Create the folder "karts" in Kart Racing Pro installation directory.
- Open the file karts.pkz ( it's a renamed ZIP file ), and unpack "c_fs250" in the new folder.
- Rename the folder to something else like "c_fs250b".
- Rename c_fs250.cfg and c_fs250.ini to c_fs250b.cfg and c_fs250b.ini
- Edit c_fs250b.cfg ( it's a text file ) and change c_fs250 to c_fs250b and all "c_kf-b" to "c_kz".
- Edit gfx.cfg and change "c_kf-b" to "c_kz".
- Edit c_fs250b.ini and change all "C FS250" to "C FS250b".
- Enjoy
It's not a perfect solution, as you get an unused shift lever, but it's just an example to understand how the files work.
can the shiter object be removed? its a moveable part so it not attached the base edf right
Quote from: EVO on March 26, 2013, 06:46:29 AM
can the shiter object be removed? its a moveable part so it not attached the base edf right
Technically objects can be hidden, but at the moment it's not possible using the configuration files.
it should be possible to easily get the crg bodywork on a tony right?
Now when doing the engines, what are the differences between i_kf3, m_kf3, and the v_kf3 folders?
Quote from: jd88x89 on March 26, 2013, 12:35:57 PM
Now when doing the engines, what are the differences between i_kf3, m_kf3, and the v_kf3 folders?
I looked in the engine folder last night and also wondered this? Was planning to have a play around later today.
IAME, Maxter, Vortex?
I'd say jackpot guys
http://sketchup.google.com/3dwarehouse/details?mid=51d59b20ed8121454b3d685d301aebf5&prevstart=0
;D
Quote from: Nathan Dunnett on March 26, 2013, 01:19:40 PM
IAME, Maxter, Vortex?
I think its something else. I doubt its that
but anyway we can use that model
Can we change the edfs in v-f100 m-f100 without mis match?
Ate sprockets and radiators part of the engine edf?
comer 100cc as .3ds
https://dl.dropbox.com/u/105482135/comer100cc.max
I am afraid it is a bit high poly since it is lagging really bad in 3ds but not sure.
evo can you use it?
Is this the right kind of engine to replace piboso's 100cc water cooled?
i dont know if it can replace without data mismatch, but yes something like that, but rotary vavle. i didnt look is it rotaty valve?
I don't know how do I distinguish?
Intake is on the sidde of the engine
with what program can be read physic file for to have the torque curve?
Quote from: oppolo on March 27, 2013, 09:47:43 AM
with what program can be read physic file for to have the torque curve?
the .engn is a text file.
There is a visual tool to edit it, but it's not ready for release yet.
Quote from: EVO on March 26, 2013, 06:15:26 PM
Intake is on the sidde of the engine
It's in front. Does it fit?
Racehard these are rotary valve
http://www.rctech.net/forum/attachments/offroad-nitro-engine-forum/691149d1294692634-grossi-liquid-cooled-engines-3n.jpg
Is there any plan to make tyre and chassis characteristics editable?
Hi PiBoSo,
I'm working on Rotax Max and DD2 engines.
But nonsense if you don't release a chassis without front brakes,
or release the chassis editable.
To do a well done engine takes time and efforts: don't ask to remake chassis too for the moment,
saw that you already have well done edf.
So please proceed to release more versions:
having the 3d it's very easy for you to detach or small change details.
F100 has no front brakes if I'm not mistaken.
or you could use the kf3 chassis
Quote from: Intrepid James on April 10, 2013, 01:49:27 PM
or you could use the kf3 chassis
Quote from: Nathan Dunnett on April 10, 2013, 01:40:35 PM
F100 has no front brakes if I'm not mistaken.
Yes true. F100 would be more suitable. You would still need to change weight
Quote from: EVO on April 10, 2013, 02:56:43 PM
Quote from: Intrepid James on April 10, 2013, 01:49:27 PM
or you could use the kf3 chassis
Quote from: Nathan Dunnett on April 10, 2013, 01:40:35 PM
F100 has no front brakes if I'm not mistaken.
Yes true. F100 would be more suitable. You would still need to change weight
KF3 and F100 share the same chassis.
What i mean is use that chassis but change weight for heavier rotax
You can set the ballast in the kart's .cfg file. For example, the Tony Kart KF1 is running 15 kg ballast to make weight.
okay, but you think of the chassis for rotax max and I think to the rotax max
Quote from: PiBoSo on March 23, 2013, 05:36:56 PM
Quote from: EVO on March 23, 2013, 04:45:37 PM
if we want to make sounds how long is each sample? are they straight forward like their names? kart_idle.wav , kart_offhigh.wav kart_onhigh.wav
Arrowjmax4 can you record the sound next dyno runs you see and run the engine under high and low load (rev up and down fast as well as slow). What pipe do you use on your engines in the dyno?
Samples must be recorded at a fixed RPM, and saved as mono. They must be loopable.
PiBoSo i tried this today and the catergory would only load with your files and not the ones i created. They are all 16bit wave mono files do they need your special encryption to work?
Quote from: EVO on April 13, 2013, 09:41:18 PM
Quote from: PiBoSo on March 23, 2013, 05:36:56 PM
Quote from: EVO on March 23, 2013, 04:45:37 PM
if we want to make sounds how long is each sample? are they straight forward like their names? kart_idle.wav , kart_offhigh.wav kart_onhigh.wav
Arrowjmax4 can you record the sound next dyno runs you see and run the engine under high and low load (rev up and down fast as well as slow). What pipe do you use on your engines in the dyno?
Samples must be recorded at a fixed RPM, and saved as mono. They must be loopable.
PiBoSo i tried this today and the catergory would only load with your files and not the ones i created. They are all 16bit wave mono files do they need your special encryption to work?
All WAV files should work.
Could you please upload the files?
Quote from: PiBoSo on April 13, 2013, 10:12:47 PM
Quote from: EVO on April 13, 2013, 09:41:18 PM
Quote from: PiBoSo on March 23, 2013, 05:36:56 PM
Quote from: EVO on March 23, 2013, 04:45:37 PM
if we want to make sounds how long is each sample? are they straight forward like their names? kart_idle.wav , kart_offhigh.wav kart_onhigh.wav
Arrowjmax4 can you record the sound next dyno runs you see and run the engine under high and low load (rev up and down fast as well as slow). What pipe do you use on your engines in the dyno?
Samples must be recorded at a fixed RPM, and saved as mono. They must be loopable.
PiBoSo i tried this today and the catergory would only load with your files and not the ones i created. They are all 16bit wave mono files do they need your special encryption to work?
All WAV files should work.
Could you please upload the files?
https://dl.dropboxusercontent.com/u/59339424/KT100sound.zip
The engine.scl file is needed, too.
Can you write a brief turorial on that. I just tried to use the f100 file
Quote from: EVO on April 14, 2013, 03:25:16 AM
Can you write a brief turorial on that. I just tried to use the f100 file
The samples have been tested and they are correctly loaded.
Please make sure to copy sfx.cfg and engine.scl from an existing engine.
any tips on sound capturing and looping? the off sounds are proving difficult to reproduce
piboso hello! above all wanted to congratulate you on the game is great!! a question. I can lower the KZ engine power?, just power down without changing anything but nothing more, as I do?
Can I have a mini60 boy in the KF3 piboso?
Quote from: PiBoSo on March 24, 2013, 02:35:10 PM
Even without creating new engines, it is easy to create a new kart.
For example, someone asked for a FS250 kart with combined brakes.
- Create the folder "karts" in Kart Racing Pro installation directory.
- Open the file karts.pkz ( it's a renamed ZIP file ), and unpack "c_fs250" in the new folder.
- Rename the folder to something else like "c_fs250b".
- Rename c_fs250.cfg and c_fs250.ini to c_fs250b.cfg and c_fs250b.ini
- Edit c_fs250b.cfg ( it's a text file ) and change c_fs250 to c_fs250b and all "c_kf-b" to "c_kz".
- Edit gfx.cfg and change "c_kf-b" to "c_kz".
- Edit c_fs250b.ini and change all "C FS250" to "C FS250b".
- Enjoy
It's not a perfect solution, as you get an unused shift lever, but it's just an example to understand how the files work.
when i try do this at the start when i try open the kart pkz it says pic something to open it with, i go on to pic notepad and then heeps of writing comes up. how do i get the acctual karts
dw i got it to work but i cant get the shifter motor on the 60 mini kart. is it not possible to do this?? if it is possible can u please send me the folder with a shifter on a 60mini , thankyou in advance
download 7zip. and open pkz with 7zip file manager
okay thx ::) ::)
Evo I got the folder to open but I can't get the shifter motor on the mini kart
I cant find the ini file :'( :'( :-[ :-[ so plz help me evo :)
Quote from: Sam on June 19, 2013, 10:02:32 AM
Evo I got the folder to open but I can't get the shifter motor on the mini kart
Hahahahaha this **** aye! Shifter motor on the mini sounds cool
< mod edit: please don't swear on the forum >
Quote from: Sam Flintham on June 19, 2013, 12:58:46 PM
Quote from: Sam on June 19, 2013, 10:02:32 AM
Evo I got the folder to open but I can't get the shifter motor on the mini kart
Hahahahaha this cunt aye! Shifter motor on the mini sounds cool
I don't think you can swear like that on the forum..
I have it all done, I have the kz1 on the mini with kz1 tires. I also have a kz1 on the mini with mini tires, I have a kf3 on a mini with kz1 tires. Will be posting my mods soon hahahaha btw some how the kf3 motor went on the front of the kart lol
Quote from: Sam on June 20, 2013, 01:55:28 AM
I have it all done, I have the kz1 on the mini with kz1 tires. I also have a kz1 on the mini with mini tires, I have a kf3 on a mini with kz1 tires. Will be posting my mods soon hahahaha btw some how the kf3 motor went on the front of the kart lol
this dudes crazy!
In a good or bad way
Quote from: Sam on June 20, 2013, 09:47:19 AM
In a good or bad way
In a absolutely epically awesome way :)
Quote from: PiBoSo on March 24, 2013, 02:21:29 PM
A quick reference to calculate the ballast weight:
- KF-A ( no front brakes ): 55 kg, including tyres and bodywork.
- KF-B ( front brakes ) and KZ ( combined brakes ): 60 kg, including tyres and bodywork.
- driver: 70 kg
Example: KF1.
Ballast weight = 160kg ( regulations ) - 70kg ( driver ) - 60kg ( chassis, bodywork, tyres ) - 15kg ( KF1 engine and radiator ) = 15kg.
For the position: X+ is right, Y+ is UP and Z+ is forward.
what's the weight of mini chassis?
Piboso what the "drivetype = 2" mean in gfx.cfg?
Edit:efficiency is fun to play with :p
I think the drivetype is whether the engine is inboard or outboard drive?
thx again jamie^^
strange i have changed and didnt see any visual or other différences.
inboard outboard? the placement on the chassis to the engine?
I'm not sure then, i haven't messed around with it
Also, did you try changing the drive type in the kart .cfg files
yep i have just checked i have changed only in the gfx.cfg not the kart.ini.
ll try it :)
Quote from: PiBoSo on March 24, 2013, 02:21:29 PM
A quick reference to calculate the ballast weight:
- KF-A ( no front brakes ): 55 kg, including tyres and bodywork.
- KF-B ( front brakes ) and KZ ( combined brakes ): 60 kg, including tyres and bodywork.
- driver: 70 kg
Example: KF1.
Ballast weight = 160kg ( regulations ) - 70kg ( driver ) - 60kg ( chassis, bodywork, tyres ) - 15kg ( KF1 engine and radiator ) = 15kg.
For the position: X+ is right, Y+ is UP and Z+ is forward.
Just checking, this is the i_kf3.cfg file right?
Quote from: jd88x89 on December 29, 2013, 09:56:39 PM
Quote from: PiBoSo on March 24, 2013, 02:21:29 PM
A quick reference to calculate the ballast weight:
- KF-A ( no front brakes ): 55 kg, including tyres and bodywork.
- KF-B ( front brakes ) and KZ ( combined brakes ): 60 kg, including tyres and bodywork.
- driver: 70 kg
Example: KF1.
Ballast weight = 160kg ( regulations ) - 70kg ( driver ) - 60kg ( chassis, bodywork, tyres ) - 15kg ( KF1 engine and radiator ) = 15kg.
For the position: X+ is right, Y+ is UP and Z+ is forward.
Just checking, this is the i_kf3.cfg file right?
The ballast is set in the kart CFG file. For example, karts/b_kf1/b_kf1.cfg