Kart Racing Pro Official Forum

Mods => Other Addons => Topic started by: PiBoSo on March 22, 2013, 03:20:43 PM

Title: Engines / karts
Post by: PiBoSo on March 22, 2013, 03:20:43 PM

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 ).
Title: Re: Engines / karts
Post by: Nathan Dunnett 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
Title: Re: Engines / karts
Post by: nmpcs on March 22, 2013, 04:59:57 PM
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 ;)
Title: Re: Engines / karts
Post by: EVO on March 22, 2013, 05:33:45 PM
Will it work in multiplayer?
Title: Re: Engines / karts
Post by: EVO on March 22, 2013, 05:38:39 PM
Are sound unencrypted?
Title: Re: Engines / karts
Post by: 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.
Title: Re: Engines / karts
Post by: 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?
Title: Re: Engines / karts
Post by: PiBoSo on March 22, 2013, 07:42:25 PM
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.
Title: Re: Engines / karts
Post by: jd88x89 on March 22, 2013, 07:44:34 PM
Ok, will do
Title: Re: Engines / karts
Post by: jd88x89 on March 22, 2013, 08:14:00 PM
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
Title: Re: Engines / karts
Post by: 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.
Title: Re: Engines / karts
Post by: jd88x89 on March 22, 2013, 09:19:43 PM
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?
Title: Re: Engines / karts
Post by: 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?
Title: Re: Engines / karts
Post by: 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.
Title: Re: Engines / karts
Post by: 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.
Title: Re: Engines / karts
Post by: 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.
Title: Re: Engines / karts
Post by: 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
Title: Re: Engines / karts
Post by: PiBoSo on March 26, 2013, 12:13:48 PM
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.
Title: Re: Engines / karts
Post by: LauZzZn on March 26, 2013, 12:15:44 PM
it should be possible to easily get the crg bodywork on a tony right?
Title: Re: Engines / karts
Post by: 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?
Title: Re: Engines / karts
Post by: iamrayman on March 26, 2013, 01:09:09 PM
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.
Title: Re: Engines / karts
Post by: Nathan Dunnett on March 26, 2013, 01:19:40 PM
IAME, Maxter, Vortex?
Title: Re: Engines / karts
Post by: Racehard on March 26, 2013, 02:52:41 PM
I'd say jackpot guys

http://sketchup.google.com/3dwarehouse/details?mid=51d59b20ed8121454b3d685d301aebf5&prevstart=0

;D
Title: Re: Engines / karts
Post by: jd88x89 on March 26, 2013, 03:04:36 PM
Quote from: Nathan Dunnett on March 26, 2013, 01:19:40 PM
IAME, Maxter, Vortex?

I think its something else. I doubt its that
Title: Re: Engines / karts
Post by: LauZzZn on March 26, 2013, 03:52:49 PM
but anyway we can use that model
Title: Re: Engines / karts
Post by: EVO on March 26, 2013, 04:57:28 PM
Can we change the edfs in v-f100 m-f100 without mis match?
Ate sprockets and radiators part of the engine edf?
Title: Re: Engines / karts
Post by: Racehard on March 26, 2013, 05:37:47 PM
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?
Title: Re: Engines / karts
Post by: EVO on March 26, 2013, 05:54:07 PM
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?
Title: Re: Engines / karts
Post by: Racehard on March 26, 2013, 06:14:00 PM
I don't know how do I distinguish?
Title: Re: Engines / karts
Post by: EVO on March 26, 2013, 06:15:26 PM
Intake is on the sidde of the engine
Title: Re: Engines / karts
Post by: oppolo on March 27, 2013, 09:47:43 AM
with what program can be read physic file for to have the torque curve?
Title: Re: Engines / karts
Post by: PiBoSo on March 27, 2013, 11:51:04 AM
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.
Title: Re: Engines / karts
Post by: Racehard on March 27, 2013, 11:55:27 AM
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?
Title: Re: Engines / karts
Post by: EVO on March 27, 2013, 01:48:27 PM
Racehard these are rotary valve

http://www.rctech.net/forum/attachments/offroad-nitro-engine-forum/691149d1294692634-grossi-liquid-cooled-engines-3n.jpg



Title: Re: Engines / karts
Post by: Nathan Dunnett on April 03, 2013, 02:33:13 PM
Is there any plan to make tyre and chassis characteristics editable?
Title: Re: Engines / karts
Post by: MRO on April 10, 2013, 12:04:28 PM
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.
Title: Re: Engines / karts
Post by: Nathan Dunnett on April 10, 2013, 01:40:35 PM
F100 has no front brakes if I'm not mistaken.
Title: Re: Engines / karts
Post by: James Beer on April 10, 2013, 01:49:27 PM
or you could use the kf3 chassis
Title: Re: Engines / karts
Post by: 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
Title: Re: Engines / karts
Post by: PiBoSo on April 10, 2013, 03:29:53 PM
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.
Title: Re: Engines / karts
Post by: EVO on April 10, 2013, 07:26:14 PM
What i mean is use that chassis but change weight for heavier rotax
Title: Re: Engines / karts
Post by: Nathan Dunnett on April 10, 2013, 07:45:33 PM
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.
Title: Re: Engines / karts
Post by: MRO on April 10, 2013, 10:13:10 PM
okay, but you think of the chassis for rotax max and I think to the rotax max
Title: Re: Engines / karts
Post by: 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?
Title: Re: Engines / karts
Post by: 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?
Title: Re: Engines / karts
Post by: EVO on April 13, 2013, 11:35:05 PM
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
Title: Re: Engines / karts
Post by: PiBoSo on April 14, 2013, 01:48:48 AM

The engine.scl file is needed, too.
Title: Re: Engines / karts
Post by: 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
Title: Re: Engines / karts
Post by: PiBoSo on April 14, 2013, 02:17:04 PM
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.
Title: Re: Engines / karts
Post by: EVO on April 16, 2013, 06:09:01 AM
any tips on sound capturing and looping?  the off sounds are proving difficult to reproduce
Title: Re: Engines / karts
Post by: gerakart24 on May 03, 2013, 02:55:02 AM
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?
Title: Re: Engines / karts
Post by: Top-Kart 92 on June 18, 2013, 09:53:08 AM
Can I have a mini60 boy in the KF3 piboso?
Title: Re: Engines / karts
Post by: Sam on June 18, 2013, 10:51:58 AM
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
Title: Re: Engines / karts
Post by: Sam on June 18, 2013, 11:26:52 AM
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
Title: Re: Engines / karts
Post by: EVO on June 19, 2013, 08:07:36 AM
download 7zip. and open pkz with 7zip file manager
Title: Re: Engines / karts
Post by: Top-Kart 92 on June 19, 2013, 09:21:21 AM
okay thx ::) ::)
Title: Re: Engines / karts
Post by: 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
Title: Re: Engines / karts
Post by: Top-Kart 92 on June 19, 2013, 10:29:44 AM
I cant find the ini file :'( :'( :-[ :-[ so plz help me evo :)
Title: Re: Engines / karts
Post by: 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 **** aye! Shifter motor on the mini sounds cool

< mod edit: please don't swear on the forum >
Title: Re: Engines / karts
Post by: Cory_Hayes on June 19, 2013, 02:12:30 PM
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..
Title: Re: Engines / karts
Post by: 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
Title: Re: Engines / karts
Post by: Sam Flintham on June 20, 2013, 02:35:38 AM
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!
Title: Re: Engines / karts
Post by: Sam on June 20, 2013, 09:47:19 AM
In a good or bad way
Title: Re: Engines / karts
Post by: Sam Flintham on June 20, 2013, 10:47:24 AM
Quote from: Sam on June 20, 2013, 09:47:19 AM
In a good or bad way
In a absolutely epically awesome way :)
Title: Re: Engines / karts
Post by: oppolo on July 01, 2013, 02:30:41 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.

what's the weight of mini chassis?
Title: Re: Engines / karts
Post by: Capeta on July 13, 2013, 08:04:38 AM
Piboso what the "drivetype = 2" mean in gfx.cfg?
Edit:efficiency is fun to play with :p
Title: Re: Engines / karts
Post by: jamiecraig20 on July 14, 2013, 12:57:32 AM
I think the drivetype is whether the engine is inboard or outboard drive?
Title: Re: Engines / karts
Post by: Capeta on July 14, 2013, 03:16:42 AM
thx again jamie^^
strange  i have changed and didnt see any visual or other diffĂ©rences.
inboard outboard? the placement on the chassis to the engine?
Title: Re: Engines / karts
Post by: jamiecraig20 on July 14, 2013, 03:21:21 AM
I'm not sure then, i haven't messed around with it
Title: Re: Engines / karts
Post by: jamiecraig20 on July 14, 2013, 04:36:12 AM
Also, did you try changing the drive type in the kart .cfg files
Title: Re: Engines / karts
Post by: Capeta on July 14, 2013, 11:28:07 AM
yep i have just checked i have changed only in the gfx.cfg not the kart.ini.
ll try it :)
Title: Re: Engines / karts
Post by: 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?
Title: Re: Engines / karts
Post by: PiBoSo on December 30, 2013, 05:01:25 PM
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