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Project Ferrari (Read 2012 times)
Jun 18
th
, 2005 at 3:43pm
Katahu
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Colonel
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Posts: 6920
Just to show you some of the progress.
Can someone please make at least a basic set of car gauges for this?
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Reply #1 -
Jun 18
th
, 2005 at 3:56pm
AuMaV
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Colonel
Old Git
The Great Southern Land
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Posts: 293
Ahhh man ya put the steering wheel on the wrong side
Looks great always wanted a ferrari,suppose it only comes in red?
cheers
Wozza
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Reply #2 -
Jun 19
th
, 2005 at 3:45am
Alphajet_Enthusiast
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Colonel
Belgae Gallorum Fortissimi
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Posts: 3144
Great! I cant wait to use it to race a friend in a cessna between Belgium and Holland...
Macbook Pro | Nvidia Geforce 8600M GT | 2GB Ram | 2.6GHz Intel Core 2 Duo | Mac OSX 10.5 Leopard
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Reply #3 -
Jun 21
st
, 2005 at 9:57am
Valentin_RA00
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LA-29 Delfin : Team Romeo-Alpha's
workhorse
France
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Posts: 121
lol a funny idea
_________________________________________&&&&P4 OC @ 3.2GHz + P4P800 + X800XT Platinium + 6*80 Go Western Digital + X52 = The computer I'd like to have
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Reply #4 -
Jun 21
st
, 2005 at 6:15pm
BMan1113VR
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Colonel
Los Angeles, California
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Posts: 9196
looks great Katahu! is the steering wheel revcounter going to light up?
Quote:
Ahhh man ya put the steering wheel on the wrong side
Looks great always wanted a ferrari,suppose it only comes in red?
cheers
Wozza
nope he put it on the right. . .i mean correct side (for enzo's atleast
the dash isn't that hard to replicate for anyone who knows how to do guages
http://fast-autos.net/ferrari/enzo27.jpg
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #5 -
Jul 12
th
, 2005 at 8:06pm
Katahu314
Offline
Colonel
Little Rock AFB - C130
Training Hub
Posts: 167
Please don't mind my name. The name you see on the top of this thread happens to be my old account that is now, for reasons unknown, forever stuck in what we call oblivion. I was trying to change my e-mail address [because I got a new one] and I ended up misspelling the address. Bascially, the temporary password was sent to a place that doesn't exist. Thus, the entire account can't be opened and it's stuck in limbo.
Ok, enough of that.
Anyways...... back to the topic at hand.
Effective 13 July @ 12am US Central Time, I will not post any further screenshots. And since that's tomorrow, I will take the liberty of posting this shot for your. I don't want to ruin the surprise before the car comes out.
Effective 31 Aug 05, the full addon will be complete and uploaded into SimV, Flight Sim, and AvSim.
Progress:
1. Rescaled model for a realistic size when parked near an aircraft or building.
2. Carbon-Composite textures have been created for the interior. Hard as heck to make.
3. Sound files are ready for setup. All I need to do is setup the sound.cfg file.
4. XML gauges need fixing. I need someone who can fix this.
5. Textures for the driver are ready for setup.
6. Additional Model and paintscheme variations are near completion.
If you wish to help expedite the process by helping me in the development of the Enzo Ferrari [only on the XML gauges and sounds], please PM me or send me an e-mail.
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Reply #6 -
Jul 13
th
, 2005 at 3:13pm
BMan1113VR
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Colonel
Los Angeles, California
Gender:
Posts: 9196
Quote:
Please don't mind my name. The name you see on the top of this thread happens to be my old account that is now, for reasons unknown, forever stuck in what we call oblivion. I was trying to change my e-mail address [because I got a new one] and I ended up misspelling the address. Bascially, the temporary password was sent to a place that doesn't exist. Thus, the entire account can't be opened and it's stuck in limbo.
contact pete, it is an easy fix
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #7 -
Jul 13
th
, 2005 at 3:14pm
BMan1113VR
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Colonel
Los Angeles, California
Gender:
Posts: 9196
looks very nice btw!
what is the poly count?
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #8 -
Jul 13
th
, 2005 at 9:00pm
Katahu314
Offline
Colonel
Little Rock AFB - C130
Training Hub
Posts: 167
Grand total of 48,264 polygons [currently]
EDIT: And just to let you all know, I'm planning to start my next project on an American car. You'll find out which one when I release the Ferrari.
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Reply #9 -
Jul 14
th
, 2005 at 2:02pm
BMan1113VR
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Colonel
Los Angeles, California
Gender:
Posts: 9196
sounds good
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #10 -
Jul 14
th
, 2005 at 8:12pm
dfp
Offline
Colonel
Any landing you walk away
from...is a good one
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Posts: 13
46000 poly is abit high but it should work well in flightsim
Nice cockpit work. It's virtual right? ???
A sr-71 flying at night!!
&&
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Reply #11 -
Jul 14
th
, 2005 at 9:34pm
bkircher
Offline
Colonel
I love YaBB 1G - SP1!
Posts: 36
yes it does have a vc. I have the beta model from avsim.
Katahu, i have made an adjustment to your fde and it seems to be alot more realestic with the changes that i have made to it. Although i need help with increasing the brake strength. It is already maxed out in the .air file. But if you increase the brake scalar, when you press the brakes it will bounce... alot! Also there needs to be more stability when at high speeds. Plz let me know if you want the changes that i have made.
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Reply #12 -
Jul 15
th
, 2005 at 7:02pm
Katahu314
Offline
Colonel
Little Rock AFB - C130
Training Hub
Posts: 167
I have created a new set of textures for the both the interior and exterior models. These textures are divided into two groups: Exterior and Interior group.
Both groups are then divided into files that make up certain sections of the models. For example: Int_Steering_t.bmp file is used as an interior texture that is strictly used for the steering wheel.
I have also created a new surface texture for the car. It uses the wrap-around method so that patterns and parts of the texture line up in FS9. Take an empty box and break it down into a flat piece of cardboard. There you have it.
The old textures that came with the beta uses this wrap-around method as well, but the organization of the textures were a bit messy. The new ones are more practical and allows for much easier repaints, in case any of you decide to come up with a paint scheme.
I have also fixed the eyepoints and height of the DVC. I tried to avoid what I call the ground-slice-through effect when you look down towards the ground. This seems to happen as the eyepoint draws close to the ground. And since the Ferrari is such a low-riding vehicle, you'll be seeing the slice through effect as well [if you zoom out just enough, though]. I tried raising the DVC height, but that would mean that the parked planes next to you [if you look from inside the DVC] will give you impression that your car is hovering above the ground.
I still need help with the gauges. I don't understand XML and I'm using FS Panel Studio [payware]. And as for the sounds, I have already purchased FS Sound Studio and MP3Maker 10 so that I can get to work on the sound files I have.
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Reply #13 -
Jul 16
th
, 2005 at 11:58pm
Katahu314
Offline
Colonel
Little Rock AFB - C130
Training Hub
Posts: 167
1. Newly-created textures have been applied to the visual model and then converted to the proper formats.
2. Steering wheel is now linked to the joystick's left-right axis [for those of you who don't own any device that controls rudders].
I have created four different color schemes for the Ferrari and they all nice with the new texture layouts. They are: Silver, Blue, Red, and Yellow. I have also fixed and remodeled the rear portion of the Ferrari so that the rear grill [located between the rear, red lights] can be added and be more pronounced. The iterations on the meshsmooth modifiers [applied on the Seats] have been reduced by 1 to make the interior more frame-rate friendly.
I am currently testing out the new aircraft.cfg modications [made by Bkircher] to see how the car handles on the ground. I'll post the results as soon as I'm finished.
EDIT - after testing the mods:
Results of the modifications show increased speed and acceleration of up to 100 knots in nearly 10 seconds. However, the result of such modification causes the model to drift moderately to the right much more often and it's difficult to maintain a straight line at such a speed. Even with the TORQUE effects turned off, the car will drift signifigantly if rudder preasure is applied during the high speed. Therefore, the engine parameters in the aircraft.cfg file will have to be turned down some.
EDIT - 17 Jul 05
The sound files have been added into the model and are working like a charm.
«
Last Edit: Jul 17
th
, 2005 at 7:28pm by Katahu314
»
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Reply #14 -
Jul 18
th
, 2005 at 10:14pm
Katahu314
Offline
Colonel
Little Rock AFB - C130
Training Hub
Posts: 167
I was thinking about how I can make the car get a better grip on the road. My first thought was to increase the empty weight. But that cause the car to respond less and the stopping time increased a lot. I then thought about controling the MOI [moment of inertia] of the vehicle's yaw movement. BUt I feared it may make some strange things in the sim.
I then had a brainstorm. In real life, the car utilizes a special design on the chassie. In Formula 1 racing, this design is commonly known as the UNDERWORLD. This design directs the air underneath the car to increase in speed as the car accelerates. Do you remember the Bournolie Principle? As fluidic substance INcreases in speed, the preasure DEcreases. The underworld design creates this effect under the car so that the car will stick to the ground like glue.
I'm thinking about adding an imaginary wing [probably about a few square feet in size to be safe] with a negative incidence angle and located in the lower portion of the car.
Can it work? If it does, does it give the user more turning control?
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