I was just looking for a Top Fuel, I recentley visited Santa Pod for the National FIA Drag Racing and that got me pumped to try one. Keep us posted
I have a suggestion, Could you try to make the front wing a bit less wide and thinner. It looks a tad out of proportions with the rest of the vehicle, kind of like this. Best of luck, Ben
Is there a way to add bunches of tuning options for this car, or would that be very difficult? I just think it would be cool to see how fast i can go, with the risk of blowing the car up or going over backwords. Also, the front wing looks a little bit too big, but you do you! looks good otherwise, man!
Honestly pretty far, only the modelling is finish, I'm finishing College in two weeks and then I'll see if I end it by myself or ask someone to do it with me.
Dont be scared, my last day of work will be on next monday, I really want to try it when it will be finished so even if I don't do it myself I'll give what I've done to the community!
Code: { "TFD": { "information":{ "authors":"Mcross97", "name":"Top Fuel Dragster", } "slotType" : "main", "slots": [ ["type", "default", "description"] //bodywork ["TFD_Windshield","TFD_Windshield", "Top Fuel Dragster Windshield"], ["TFD_Body","TFD_Body", "Top Fuel Dragster Body"], ["TFD_Panel","TFD_Panel", "Top Fuel Dragster Dash"], ["TFD_Seat","TFD_Seat", "Top Fuel Dragster Seat"], ["TFD_SteeringWheel","TFD_SteeringWheel", "Top Fuel Dragster Steering Wheel"], //engine ["TFD_Fueltank","TFD_Fueltank", "Top Fuel Dragster Fuel Tank"], ["TFD_Engine","TFD_Engine", "Top Fuel Dragster Engine"], //running gear ["TFD_suspension_F","TFD_suspension_F", "Top Fuel Dragster Front Suspension"], ["TFD_suspension_R","TFD_suspension_R", "Top Fuel Dragster Rear Suspension"], ], "dragCoef":8, "selfCollisionThickness":0.02, "remoteCollisionThickness":0.06, "scalenodeWeight":0.62, "scalebeamSpring":0.46, "scalebeamDamp":0.58, "scalebeamDeform":0.39, "scalebeamStrength":0.51, "zeroOutSelfCollision":false, ], "cameraExternal":{ "distance":6.5, "distanceMin":4, "offset":{"x":0, "y":0.3, "z":0.75}, "fov":65, }, "camerasInternal":[ ["x", "y", "z", "fov", "id1:", "id2:", "id3:", "id4:", "id5:", "id6:"], {"nodeWeight":2}, {"selfCollision":false} {"collision":false} {"beamSpring":10000,"beamDamp":500}, //interior [0.35, 0.6, 1.65, 65], ], "nodes": [ ["id", "posX", "posY", "posZ"], {"selfCollision":false} {"collision":true} {"frictionCoef":0.7}, {"nodeMaterial":"|NM_METAL"}, {"nodeWeight":7.5}, So here is what I've written in the Frame Jbeam file for the moment, I don't understand everything, but the form is copied from the Annihilator. @F1GMAN I'll see that later, I keep this idea in mind but for the moment I just want to make it run but I'll had some extra parts later with the possibly to exchange everything like on vanilla cars.
Before you start making nodes and beams in the editor, i suggest removing this section as these properties overwrite all properties of other parts which can be very annoying. Code: "dragCoef":8, "selfCollisionThickness":0.02, "remoteCollisionThickness":0.06, "scalenodeWeight":0.62, "scalebeamSpring":0.46, "scalebeamDamp":0.58, "scalebeamDeform":0.39, "scalebeamStrength":0.51, "zeroOutSelfCollision":false,
Thx for your reply, I'll remove it. But what are you talking aboute by : "Before you start making nodes and beams in the editor" Also I found this, that will be helpful :
I just meant how you will eventually use the node beam editor (if thats how you plan on jbeaming the vehicle) to makes the nodes and beam for it. Probably not as the way top fueller's work is different to how it will have to be replicated in game. In real life they have a 6 stage clutch setup which adds another clutch to the drive in order to reduce slip and basically works the same as shifting up gears.
I heard about this app but I don't know how to use it and what we can do with it, but I'm thinking about finding somebody to make this thing with me so I can focus on parameters and release it quicker... If there is nobody I'll just take my time and see if I'm able to do it. For example I juste made this : The goal is to have the most realistic dragster we can achieve so I manage to find out from the graph which specs I'll use : I think the hardest part will be to find out the tires parameters cause it's a really important thing for this type of vehicles. And sure it's a multiple stage clutch but we could make something that looks like it if we can manage the curve of pression on it, even with a (very) strong one stage clutch. Or maybe it's possible to add different clutches one after the other... I've got a G920 and the pedals with it so at least I'll be able to try different parameters. For me it works more like a really smooth release of the clutch?
Some kind soul may be able to write up some custom lua for this if it is the only way to replicate a Top Fueller.
likely not soon. he says he ONLY has the modeling done and he hasn't posted a bit of progress since. Even if hes ready to compile it all into the game to drive around, he doesn't have a jbeam and hes still figuring out power/torque and downforce and the like. i'd say its awhile off and has a small chance of becoming a finished project