Project Ferrari

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Project Ferrari

Postby Katahu » Sat Jun 18, 2005 2:43 pm

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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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Re: Project Ferrari

Postby AuMaV » Sat Jun 18, 2005 2:56 pm

Ahhh man ya put the steering wheel on the wrong side  ;D
Looks great always wanted a ferrari,suppose it only comes in red?
cheers
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Re: Project Ferrari

Postby Alphajet_Enthusiast » Sun Jun 19, 2005 2:45 am

Great! I cant wait to use it to race a friend in a cessna between Belgium and Holland...  ;D
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Re: Project Ferrari

Postby Valentin_RA00 » Tue Jun 21, 2005 8:57 am

lol a funny idea :D
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Re: Project Ferrari

Postby BMan1113VR » Tue Jun 21, 2005 5:15 pm

looks great Katahu! is the steering wheel revcounter going to light up?[quote]Ahhh man ya put the steering wheel on the wrong side
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Re: Project Ferrari

Postby Katahu314 » Tue Jul 12, 2005 7:06 pm

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.

Image

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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Re: Project Ferrari

Postby BMan1113VR » Wed Jul 13, 2005 2:13 pm

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
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Re: Project Ferrari

Postby BMan1113VR » Wed Jul 13, 2005 2:14 pm

looks very nice btw!

what is the poly count?
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Re: Project Ferrari

Postby Katahu314 » Wed Jul 13, 2005 8:00 pm

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.
Last edited by Katahu314 on Wed Jul 13, 2005 8:14 pm, edited 1 time in total.
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Re: Project Ferrari

Postby BMan1113VR » Thu Jul 14, 2005 1:02 pm

sounds good
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Re: Project Ferrari

Postby dfp » Thu Jul 14, 2005 7:12 pm

46000 poly is abit high but it should work well in flightsim ;) Nice cockpit work. It's virtual right? ???
;D ;DA sr-71 flying at night!! ;D ;D
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Re: Project Ferrari

Postby bkircher » Thu Jul 14, 2005 8:34 pm

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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Re: Project Ferrari

Postby Katahu314 » Fri Jul 15, 2005 6:02 pm

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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Re: Project Ferrari

Postby Katahu314 » Sat Jul 16, 2005 10:58 pm

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 edited by Katahu314 on Sun Jul 17, 2005 6:28 pm, edited 1 time in total.
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Re: Project Ferrari

Postby Katahu314 » Mon Jul 18, 2005 9:14 pm

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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