Released Cherrier Traqueur (kart) (done)

Discussion in 'Land' started by Lordlichi2006, Sep 4, 2021.

  1. PonkerDonker

    PonkerDonker
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    upload_2022-7-5_13-24-55.jpeg
     
  2. nachtstiel

    nachtstiel
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    Here is the updated zip. I was given permission to modify the files, so I corrected the texture pathing and added the new hub options. They sometimes burst tires, but I couldn't be bothered to correct that. If you wish to use the tiny tires, (Another thing I couldn't be bothered to bundle with this mod) they can be found in my big tires mod. An update is awaiting approval for that one to make the tiny tires look less bad and have a couple options with tire compound.

    Edit: The most up to date version is found here
     
    #62 nachtstiel, Jul 6, 2022
    Last edited: Jul 13, 2022
  3. PonkerDonker

    PonkerDonker
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    Do the textures work?
     
  4. nachtstiel

    nachtstiel
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    They do. The pathing was set up to point to the unpacked mod, but the game treated the filepath as "0.25/vehicles/mods/unpacked/kartr". So I just changed the filepaths in the materials json to reflect the new format.
    20220706131233_1.jpg
     
  5. PonkerDonker

    PonkerDonker
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    Awesome! Thanks!
     
  6. bloxxor

    bloxxor
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    Cool tiny wheels
     
  7. nachtstiel

    nachtstiel
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    The kart was bugging me, so I made a few more changes. It is now much more stable and less likely to spin out under hard cornering, which occurred mostly because the frame was too springy and the rear tires would bounce way too much. Stiffening the frame and the suspension seems to solve most of the bouncing, although the engine mounts still allow the engine to bounce around too much.

    Changes:
    • Increased stability by stiffening the frame
    • made the 270cc engine weigh a bit more to push the center of gravity back a bit further
    • added the option to have stiffer coilovers
    • added a high-revving engine. (for the lols)
     
  8. PonkerDonker

    PonkerDonker
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    IT FIXED THE WEIRD STEERING OMG
     
  9. Lewhik

    Lewhik
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    Interesting Lore, but finally a Kart
     
  10. nachtstiel

    nachtstiel
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    I am still tweaking it to make it handle better. Last night, I managed to get the wing from the Wigeon in place, but I need to adjust the mesh a bit to fit the kart better and I also chose to expand the tire options to include wider tires and rims. With this setup, it's stable up to around 110 mph and can pull 1.5G reliably without a friction coefficient on the tires over 1.

    20220707225707_1.jpg
     
    #70 nachtstiel, Jul 8, 2022
    Last edited: Jul 8, 2022
  11. Acrain7

    Acrain7
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    I can't seem to see the tiny wheels... Loading the tiny wheel config loads the 10x4.5 steelies:
    upload_2022-7-8_11-43-24.png

    And there aren't any smaller options.
    upload_2022-7-8_11-43-56.png
     
  12. nachtstiel

    nachtstiel
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    --- Post updated ---
    The mesh is fully adjusted. I am not so good with modelling, so it will look a little off. Here is a pic of the wing along with the beams and triangles. All I want to do before uploading this update is to try to mitigate the shaking and possibly add an adjustable driver weight as there is not a driver node currently.
    20220708114547_1.jpg
    --- Post updated ---
    Okay, so the update is ready.

    Changes:
    • Tweaked values of the high rev engine so it is more responsive
    • Further stiffened frame
    • Added a spoiler
    • Added more engine mount beams to make it more stable
    • Adjusted left and right panels so they are less floppy
    • Put the tiny tires in this mod. No longer need a separate mod.
    • Removed a bunch of beams that were leftover from copying the original files.
    • Corrected some more texture file paths
      • I need to create a new ao texture for the engines since one was not bundled in the original mod.
    • The only error left aside from the ao texture should be a couple of duplicated beams and a vy node issue for the front tie rods.
     
    #72 nachtstiel, Jul 8, 2022
    Last edited: Jul 8, 2022
  13. Alexander_PowerPlays

    Alexander_PowerPlays
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    for some reason it drifts to the right and the textures are also broken
     
  14. nachtstiel

    nachtstiel
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    Is this with the update I uploaded or the original on the first page? The drifting to the right is a known problem that currently is resolved by tuning the toe trim
     
    #74 nachtstiel, Jul 9, 2022
    Last edited: Jul 9, 2022
  15. Lordlichi2006

    Lordlichi2006
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    thats why someone updated it one post above you? the drifting to the right may be due to the weigh of the engine making it unbalanced
     
  16. nachtstiel

    nachtstiel
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    It actually only occurs under acceleration, so it is due to the torque lifting the right rear wheel
     
  17. nachtstiel

    nachtstiel
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    Hello again, I have another update to the kart. There have been seceral changes to names of parts within the dae file, so if you run into any errors, delete the kart file in the temp/vehicles folder:
    • finally got the engine solidly placed
      • The frame is still springy when pulling over 2G, this is to be expected since a good part of that is due to the solid rear axle causing some skipping
    • Fixed configs to use new tires
    • Added some additional engines
      • 500 and 1000cc engines that really push the frame to its limits
    • Added a new frame that lowers the center of gravity to the same level as the wheels
      • This allows for 2G+ cornering before the frame starts to cry
      • It is completely unrealistic due to the placement of the weight node
    • Added two levels of unrealistic tires to push the kart to its limit
      • Super and Ultra versions of the tires
      • Only on the 7x5 front and 10x5 rear rims since that combination allowed for the best stability.
      • It is best to match the types, otherwise it will tend to spin out.
    Still to do (done items are not yet in. I will post a new update when all the below is completed):
    • engine ao [DONE]
    • the tires and wheels are way too heavy for their size (40lbs vs 13) [DONE]
    • also need to make the tires more stable [DONE]
      • at 140, they become extremely unstable.
      • I know these speeds are unrealistic, but I find it a whole lot of fun to lap this thing around full-size tracks with only 40 horsepower.
    • fix the vy node issue
    • other small tweaks to improve performance.


    What I found to get the best out of the kart:
    • Put stickier tires on the rear than the front
      • The Super and Ultra tires are designed as a set whereas the other tires of the same type and size have equal stats.
    • Use the standard coilovers
    • You can floor it earlier on corners in this than in normal cars, it helps to loosen up the rear end so you can turn sharper.
    • Set the left/right toe trim to 50% if you plan on going down long straights through which you do not expect to hit top speed to counteract the drifting under power
     
    #77 nachtstiel, Jul 12, 2022
    Last edited: Jul 13, 2022
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  18. nachtstiel

    nachtstiel
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    If you have downloaded the file on this post previously and have issues with the toe angle on the configs, I forgot to add the updated configs earlier. The version I have posted now has the updated configs.

    Okay, this will be the last update for a long while. I am pretty satisfied with how it has turned out as of now. As with all updates, it is a good idea to clear the temp/vehicles/kart folder as I had to make several changes to the mesh to get everything to show up properly.

    One thing I could not fix was the textures when you first load the kart. Sometimes, you will get green stripes and a gray seat when you first load the kart. Loading it again after relaunching the game fixes this issue on my end.

    Changes with this update:

    • Fixed weight issues with standard tires and wheels (sorry if you experienced the shakiness)
    • Fixed the vy node issue so now the tie rods show up (they don't animate quite right, but they are there, so I don't care)
    • Removed the remaining duplicate beams.
    • Changed the performance of all of the tires
      • They should be much more stable now
    If you see anything that you don't like, let me know and I'll try to fix it.

    Quick note: with the reduced weight, the standard coilovers work much better than the stiffened ones.
     
    #78 nachtstiel, Jul 13, 2022
    Last edited: Jul 13, 2022
  19. nachtstiel

    nachtstiel
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    I apologize, I am a big fat liar! I finally fixed the askew spawning angle, so now it won't spawn at an angle or spin when you recover it. This also had a side effect of stabilizing the frame even more.

    Again, sorry for the rapid bump, but I figured this was a big enough issue to warrant an update.

    This update is just a change to the jbeam, so you shouldn't have to worry about the cache.

    Things I plan on doing with the kart going forward:

    • Engines
      • I want to add more realistic engines. For instance, I found this engine and the torque curve is perfect for this kart.
    • Tires
      • I want to get more realistic, or at least more diverse, tire options that fit the kart.
      • I found tires between 3 and 12 inches wide and the 7 inch height I went with is actually smaller than anything realistically used.
    • Aero Panels
      • The current panels add to your drag, but do not add any aero effects.
      • I might try to model new panels, but that is not likely as my blender skills are not the best.


    Also, I wanted to post a couple of maps that have tracks that work well with the kart:
     

    Attached Files:

    #79 nachtstiel, Jul 13, 2022
    Last edited: Jul 14, 2022
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  20. Lordlichi2006

    Lordlichi2006
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    remaster :cool:
    upload_2022-7-15_2-25-29.png
     
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    • Agree Agree x 1
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