I'd be more than happy to take a look at them. Miss Comfort (brilliant name, BTW) is probably still better than the CRD Monster Truck if the latter were put into NFM as realistically as possible. Not to discredit the mod itself (I find it completely realistic); it's just that having a 55-mph cruising range of about 40 miles and a propensity to completely fall apart in head-on impacts is NOT good for wasting. So, it's basically the '80s summed up in one wild coupe. I like it. I assume they have better powersave than the R1, right? That's usually the best way to go faster than the Number Cars (F7/M8/R1). Also, are there any significant differences between KITT and KARR's performance? Does one handle better than the other, or have better endurance, power save, stunts, etc.?
Okay, I'll get them to you in a .zip file in a bit. Interesting. I never found anything wrong with the CRD. Does F2YS know about how you feel about it? Miss Comfort is slow and sluggish with stunts, but does make turns faster than El King. El King is superior when the two are compared. What exactly do you mean by powersave? As for performance, I don't think I did anything to differentiate them, as quite honestly, I don't think there was much different about them, other than their AI. One was programmed to protect their driver (KITT), the other to protect the unit itself (KARR). When it comes to stunts, they're just as incredible as the Radical One. When it comes to endurance and strength, they're invincible, and the reason for this is because of what was established in the show. KITT was said in the show to be made of a molecular bonded shell, which made him pretty much invincible. I assume that also applied to KARR. I haven't seen the entire show, but I do know that the two things that actually damaged KITT's body by crashing into him was Goliath, which was made out of the same molecular bonded shell, and the Juggernaut.
I couldn't reply earlier, due to issues with my computer, so... I suppose I worded that really poorly; I don't find anything wrong with it as a monster truck in BeamNG.drive; I find it to be extremely realistic and very well-made. However, I don't believe it would be a useful wasting vehicle in NFM; it's just not good enough to take on vehicles like the H45 or D35, let alone the EL KING or MASHEEN. And that's fine. I don't expect a monster truck to perform well in demolition-derbies or high-speed racing or anything else that goes on in NFM - that's not what it was made for - and that's exactly why I'm using the T65 Short Custom as my replacement for the DR Monstaa. This is basically what I'm going to refer back to any time anyone requests me to make a monster truck; I feel that there will be at least a few people wanting me to make one in NFM. Hmmm...so it's basically a weaker but better-handling MASHEEN? It's basically the NFM equivalent of fuel economy; it's a measure of how well a vehicle can maintain their power at optimal levels. It's not really quantifiable, but there's a rule of thumb you can apply to power save. Cars like the Radical One or Kool Kat have poor power save, but are fast in the air and can easily re-charge their power with stunts. Cars like EL KING or MASHEEN have excellent power save (MASHEEN doesn't use any power when standing still), but are typically very slow in the air and can't easily re-charge power. In the middle are vehicles like Nimi or Sword of Justice, which have great power save and can easily re-charge their power, but aren't fast in the air or on the ground. Generally, the bigger, stronger, and/or slower the vehicle, the worse its stunting capabilities, but the better its power save will be. The only stock exceptions to the above rule are Drifter X (a fast vehicle with good power save) and DR Monstaa (a fast, strong vehicle with great stunts and a very high power save). Makes sense. I didn't think that there would be any major differences.
Oh okay, I guess I must've misread your post. Maybe? The Car Maker tells me that it's most similar to the El King, so that's why I brought it up. It probably is better performing than the MASHEEN though. I do feel like I could've made Miss Comfort faster though, since RVs aren't necessarily always slow. Some can still move at decent speeds. Maybe one day I'll redo Miss Comfort and see if I can make its performance much better. Right. I'd say the vehicles I made that can go up against the Radical One probably have around the same level of power save. Anyway, I think I should probably stop here before I derail your thread. I do appreciate you taking interest in my NFM creations. If you want to discuss them more, you can always reach me in a conversation.
I will admit it's rather boxy. Like, real boxy. But NFM really, really doesn't like compound curves. As shown below, with this little drop tank racer I made this morning.
Y'all thought Insano was safe from a conversion? Oh, no...he was gonna get booted, too. Say hello to Coach Noodliox, your slightly-twisted former-game-dev-turned-racing-instructor, as well as a few proto-logos that I made real quick in MS Paint. Currently, this conversion project is called BeamNG.madness, but I'm sure that'll change in the future.
So, I've made the D35 a long-bed boi: And also, I should perhaps explain why I haven't been using any off-road/drag/electric configurations of the vehicles: I have a minimum vehicle range (at 55 mph cruise) of 200 miles, and a preferred range of at least 250 miles. The preferred range is the minimum for vehicles that are good for wasting. I also have a minimum top speed of 60 mph, and a vehicle must maintain that speed for 1 minute (if it tops out right at 60 mph; if it goes faster than 65, it's good to go.) I don't care how a vehicle gets to those minimums, but it must reach those minimums to be considered for Need For Madness conversion. This has to do with how Need For Madness works. You see, in the real world (or in BeamNG), a vehicle's fuel tank typically takes a long while to run out. Even if it's at its tiniest bit of fuel left, a real-world vehicle will be as strong as it is at 1/8 of a tank as it is with a full tank. It can even go a bit faster around a track without all that weight holding it back (in most cases). This is not the case in Need For Madness. In Need For Madness, your fuel (or "Power") runs out very quickly, and the instant that you start losing power, you begin to lose speed, acceleration, pushing power, lifting ability, endurance...everything. A NFM car at half-power will be slaughtered by an equal car at full power, regardless of combat mode. Therefore, for my BeamNG-NFM cars to be adequate racing/wasting vehicles, they must have at least somewhat-decent power save. You know what vehicles often don't have somewhat-decent "power save" (range)? Drag cars, electric cars, and most off-road vehicles. Take a look at these numbers: D25 Lifted: ~180-200 miles D35 Beast: ~115-125 miles H15 Off-Road: ~150-160 miles It's true that these are high-performance off-roaders, but all of these vehicles still have atrocious mileage compared to how much performance gain you would get with them in NFM - which would be basically nothing. Why, even milder off-roaders like the D15 Park Ranger, the H25 Vandal, and the Roamer Off-Road Sheriff aren't that great. And the D35 Pig/Roamer Adventure? Vehicles which can't even make it to 60 mph? Well, the D35 Pig (despite having a massive fuel tank) barely squeaks past the 250-mile mark... ...while the Roamer Adventure's gone and bested the D35 Beast for worst off-road fuel economy and worst range (95 miles). However, there is good news: Both Hopper off-road configs pass both of my requirements with flying colors... ...which is good, as I was sort of wondering what to do with the Hopper. I'm thinking of replacing the Hopper LXT-4 with the Hopper Off-Road, as the Hopper isn't very useful in NFM, and I get to make an off-road vehicle without sacrificing one of the Gavrils.
Not sure. You can find it on ModArchive.com (it's called "arcane.mod"), but other than that, I don't really know anything about it other than that Omar Waly (the person who created NFM) re-mixed it for NFM Multiplayer.
Alright...the Burnside Lead Sled is done. And boy, was it tough to make... The roof's a different color from the body, so you can do stuff like this... And here's the stats. It can go about 170 mph, it's decently strong and powerful, but it has poor power save, handling, and acceleration. It's basically a down-graded GM or Sword of Justice - and it serves as my Lead Oxide replacement. Speaking of the Lead Oxide (and the other NFM cars), if NFM and BeamNG's car lists were combined, it would fill a ton of missing vehicle archetypes in either game. (Red = Italian, Orange = American, Yellow = Australian, Green = British, Blue = French, Grey = German, and White = Japanese.) However, breaking the vehicles down by nationality, there still would be a ton of American cars relative to any other country (eleven BeamNG cars (~42%) are American, while nine of the NFM cars (56%) come from the USA): Granted, there would be a lot more modern and/or European cars (including French and British cars), as well as an Australian vehicle. There would also be a lot more size variety, with three new heavy vehicles, another SUV, a lot more sports cars and full-size automobiles, and just...generally, a lot more stuff. Of course, I'm not expecting BeamNG and Radical Play (the creators of NFM) to join teams and convert NFM cars into BeamNG. This is just a "what-if" to demonstrate how many gaps there are in either game's vehicle rosters.
I started this...thing today. It's a bit weird, but I think y'all could take it, right? Right? Ehh...who am I kidding? It's still going to make some of you stab your eyes out. (also, I'm planning on doing this to other cars like the Barstow, Bolide, and Moonhawk.)
So, I'm putting this here instead of making a new thread (I've also updated the OP): Day 1: Day 2: As always, any suggestions are welcome.
It should be known that a map this size is in no way possible. It's far too large and only Crash Hard would just barely be able to run it. That being said, I'm going to go ahead and assume you knew that already and this is basically a quick Photoshop project. An entire third of the map is nothing but water. I suggest making that area smaller or putting an island in it.
Correct. I've done both. You will notice that the mainland has been moved over by ~200 pixels, closing off a lot of the ocean. I've also added: *Spearleaf Island (and a bunch of roads on the island) *Apathy Island *A quarry with the gnarliest dirt roads around it (and a facility to the south) *A whole new district to Belasco (near BLX) *A cap on the north BLX runways *TONS MORE HIGHWAY *More expansion to "Crater Lake" See above. This is just a quick Photoshop thing, like SuperAusten said. Nothing more than that. If you wish to use this as inspiration for your own big WCA, hit me up in the PMs.