P1ButtPlug
(Banned)
- 964
- Some where
Good grief, how in the world did I miss it, its on this page
purge if needed
purge if needed
Welcome! Finding your blog was quite a revelation. It must have been modding's best-kept secret because it's full of tracks that I've never seen before, and I'm an obsessive track-hunter, lol. I've seen the name 'Legion' on a few random car mods before but never before on any tracks, I think. I like your twists on established circuits (eg your pre-war layouts). Very cool. Love the Donkervoort too. Cheers.That's odd. I'm not sure what I can do about that, as I have it working with and without CSP on my end.
And by the way, shhh don't tell anyone but, I am Legion for we are many.
Hello all.
Welcome mate !!! glad to meet you.And by the way, shhh don't tell anyone but, I am Legion for we are many.
Hello all.
Welcome mate !!! ...so if you want, I can send you some new toys ...
... fact that you've put proper gum trees on Warwick Farm...
THANK YOU SO MUCH FOR EXPLANATION@gstaraz
In the car's data folder there is a file called power.lut. Open it with wordpad. You'll see two columns of numbers; the numbers on the left are RPM, the numbers on the right are torque at the rear wheels in Nm.
For cars without turbos, the car's rated torque at the flywheel (i.e. what you normally see in car specs) is equal to the torque value in power.lut divided by the car's drivetrain efficiency (generally 85% is used as a best estimate). For cars with turbos, I use the formula WheelTorque times (Boost + 1) divided by 0.85 to get the flywheel torque (the boost is measured in bar). Flywheel torque is what's shown in the UI for each car.
If you want to know how much horsepower the car has at a given RPM and flywheel torque, you can either figure it by hand or just use this calculator:
http://www.wentec.com/unipower/calculators/power_torque.asp
If you want to start with a horsepower figure and find which values to put in the power.lut file, you just work backwards. Feed the RPM/bhp into the calculator to get the flywheel torque. Then multiply that value by 0.85 to get the rear wheel torque. If the car has a turbo, you multiply the flywheel torque by 0.85 and divide that result by (boost+1). That gives you the torque at the rear wheels, which is the value on the right hand side of the power.lut file.
see also http://jsfiddle.net/x4fab/rw6pug21/embedded/result/ for a great help
regarding the json file, you have two columns of number. in the first part, left column is for the RPM, and right column for the POWER.
scroll down, you find again two column of numbers, left is for RPM again and right for the TORQUE at rear wheel (if the car is RWD) or front wheel if the car is FWD.
I sincerily hope this will help you.
Regards, Mike.
.../... for we are many.
Hello all.
Looks like Tokyo Route 246 reverse config will be coming soon from ACF.
Hi everyone, I saw on CM that you could change the power of the cars, but now I don't remember where it is. you can help me by explaining the steps. thank you so much
Hi and welcome from scandinavia!That's odd. I'm not sure what I can do about that, as I have it working with and without CSP on my end.
And by the way, shhh don't tell anyone but, I am Legion for we are many.
Hello all.
@gstaraz
If you want to know how much horsepower the car has at a given RPM and flywheel torque, you can either figure it by hand or just use this calculator:
http://www.wentec.com/unipower/calculators/power_torque.asp
Design your engine and power curves here. That will generate the power.lut and engine.ini you need.
Take the data and stick it in your old Kunos Ford Fairlane. Kidding aside, are you looking to change BoP?
I wanted to decrease some time attack machines to compete against other categories ... always offline
Bremgarten in the Donkervoort.
You WILL soil yourself.
What a fantastic hot-lap combo, the ultimate balance of risk/reward...!
o skwerekTake the data and stick it in your old Kunos Ford Fairlane. Kidding aside, are you looking to change BoP?
OBS FTW. I've used it for years, it's easy, flexible, and outputs good quality videos.You guys' had great advice on uling to YT. Used Nvidia shadow play, but no matter what resolution and megabit to save at, even know YT is showing it as 1080p/60 it looks poor.
The save replay quality in AC is ultra high (66hz I think it is). Resolution save settings (in shadow play) I've tried have been 'in game resolution', 1080p, 1440p all 60fps and with bit rate at 50. 1440p offered higher bit rate so I tried 120 and its still the same. World detail is maxed, high frame rates and even the videos before uploading look razor sharp. Its only until ul'ing when it goes bad.
Is there something to do with the raw recorded video before just straight uploading it to YT?
Thanks
edit: Thanks Electroforce for that, would be nice if they told people about it
I have tried Indianapolis 1960 and we need to get our hands on TV Cam so we hope someone will provide it
Check Legion's blog that I've linked to a few times over the past couple of days. There are loads of cars and tracks in it.Indianapolis 1960??? Please do share!!
Check Legion's blog that I've linked to a few times over the past couple of days. There are loads of cars and tracks in it.