NFS World Offline Developement Thread

08/22/2015 06:39 Drago5189723#931
Quote:
Originally Posted by geonfsmw View Post
Can't do it this. Because you can't add value for 6th or 7th gears for cars because does exist entry value. Only edit. In NFS World all cars which have 7th gear are slow acceleration in comparison with good cars with only 6 gears. I didn't try, but i think can work to remove 7th gear from cars and make with only 6 gears.
I think thet editing gears would be a cool idea , but no one knows what would happen if there are wrong values , it will cause the gearbox to switch gears too fast or too earlier , resulting in a f*cked up performance.

Trust me , I do know what I'm saying :D
08/22/2015 18:17 geonfsmw#932
Quote:
Originally Posted by Drago5189723 View Post
I think thet editing gears would be a cool idea , but no one knows what would happen if there are wrong values , it will cause the gearbox to switch gears too fast or too earlier , resulting in a f*cked up performance.

Trust me , I do know what I'm saying :D
Depend of the value, trust me, you can't f*cked up performance when you use a normal value. For shifting fast we have a separate entry to edit value. See the picture from attachements.
In 1st image we saw gear ratio for BMW M3 E30 with 5 gears.
In 2nd image we saw gear ratio for Bugatti Veyron with 7 gears.
For example we can edit these values with real life specs, i didn't try but i'm sure can work perfectly. In [Only registered and activated users can see links. Click Here To Register...] we can see real life specs of gear ratio for Bugatti Veyron. Some values are different and some are identical.

The difference between values it is because in game, Bugatti Veyron stock version does reach 407 Km/h
08/22/2015 20:54 DREAMERXX#933
I configured the gear ratios with the real specs for Veyron, except for the Final Drive... If i put the real number in there, the Veyron decrease to 297 km/h... So i use 2.6 for final drive ratio, and similar values for the upgrades. This way i have a 407 km/h veyron with 420 km/h fully upgraded... Best way to give a "real" speed is change the gear ratios ingame from real specs, and playing with upgraded values of the final drive ratio to limit the speed of an upgraded car. We can improve Handling and acceleration, changing the Mass, Steering, Steering Range, Static grip, Dynamic grip and drag & aero coefficient... A good idea is fill the holes in any class, updating the "unless" cars like Viper, Ford GT, 911 Turbo, Gallardo, Skyline, Supra and others, to get a balanced performance of all cars and enlarge the number of competitive cars per class. Well i'm talking from ignorance... Yesterday was my first time editing cars with values recently mentioned, having good results.
08/22/2015 21:50 BloodyThunderX#934
Quote:
Originally Posted by DREAMERXX View Post
I configured the gear ratios with the real specs for Veyron, except for the Final Drive... If i put the real number in there, the Veyron decrease to 297 km/h... So i use 2.6 for final drive ratio, and similar values for the upgrades. This way i have a 407 km/h veyron with 420 km/h fully upgraded... Best way to give a "real" speed is change the gear ratios ingame from real specs, and playing with upgraded values of the final drive ratio to limit the speed of an upgraded car. We can improve Handling and acceleration, changing the Mass, Steering, Steering Range, Static grip, Dynamic grip and drag & aero coefficient... A good idea is fill the holes in any class, updating the "unless" cars like Viper, Ford GT, 911 Turbo, Gallardo, Skyline, Supra and others, to get a balanced performance of all cars and enlarge the number of competitive cars per class. Well i'm talking from ignorance... Yesterday was my first time editing cars with values recently mentioned, having good results.

Any chance I can see some kind of tutorial so I can take a look at doing this myself for the offline server would be pretty sweet.
08/22/2015 22:12 geonfsmw#935
Quote:
Originally Posted by DREAMERXX View Post
I configured the gear ratios with the real specs for Veyron, except for the Final Drive... If i put the real number in there, the Veyron decrease to 297 km/h... So i use 2.6 for final drive ratio, and similar values for the upgrades. This way i have a 407 km/h veyron with 420 km/h fully upgraded... Best way to give a "real" speed is change the gear ratios ingame from real specs, and playing with upgraded values of the final drive ratio to limit the speed of an upgraded car. We can improve Handling and acceleration, changing the Mass, Steering, Steering Range, Static grip, Dynamic grip and drag & aero coefficient... A good idea is fill the holes in any class, updating the "unless" cars like Viper, Ford GT, 911 Turbo, Gallardo, Skyline, Supra and others, to get a balanced performance of all cars and enlarge the number of competitive cars per class. Well i'm talking from ignorance... Yesterday was my first time editing cars with values recently mentioned, having good results.
Very good. About "boat cars" in NFSW like FORD GT, 997 Turbo and rest of these cars is a little difficult to improved handling without copy the same values of good cars in NFSW. Now i finished some cars which they had a bad handling like M3 E92 and R8 V8, V10, etc. Like eg, Lambo Gallardo Balboni have a better handling than LP 560-4. And as the same cars, you can copy the values from Balboni and paste to LP 560-4. (for improve handling, need to edit brakes, chassis and tyres.
08/23/2015 21:22 GlideImage#936
I fixed the extra pursuit I had center map (unlocalized one) see last link below for a better updated and fixed all original track

again I just took deep333's original maps that have all the circuits, sprints and drag events and added the pursuits, team escape events and meeting places, that is all I done (you can get the original file from deep333 unedited here [Only registered and activated users can see links. Click Here To Register...]

InnZumNiak has a better updated all original track get it here [Only registered and activated users can see links. Click Here To Register...]
08/24/2015 03:45 BloodyThunderX#937
So I've been experimenting with adjusting the 911 Turbo to get rid of the Boat handling on it.. and I found that the only thing that really seems to be helping that ridiculously broken machine is to put the Grip_Scale to a ridiculous amount. Even at 25, it only now seems to handle pretty well now. It's ridiculous to say the least, and I've been trying for hours without adjusting the Grip_Scale to get a good result, but nothing seemed to be working.
08/24/2015 07:55 InnZumNiaK#938
Quote:
Originally Posted by GlideImage View Post
I fixed the extra pursuit I had center map (unlocalized one) here is the updated availableatlevel.xml [Only registered and activated users can see links. Click Here To Register...]

again I just took deep333's original maps that have all the circuits, sprints and drag events and added the pursuits, team escape events and meeting places, that is all I done (you can get the original file from deep333 unedited here [Only registered and activated users can see links. Click Here To Register...]
Nice Work

i made some changes, i will share them here

CHANGELOG:

- added missing track Rosewood Rally Reverse
- added missing drag Unlocalized String (has single player data so it's playable)
- fixed Central Coast circuit in Kempton (doesn't start single player race, missing xml file was restored)
- fixed Skyline Avenue circuit in Fortuna (doesn't start single player race, missing xml file was restored)
- fixed York Road sprint in Fortuna (doesn't start single player race, missing xml file was restored)
- restored proper class restricted badges to all class restricted races. (even if you set it to open race in availableatlevel.xml, the AI will choose class restricted cars for this events, anyway you can still race those events with any car, the badge will warn you which car class the AI will use in the specific event)

CREDITS:

deep333: for making availableatlevel.xml file with original maps, with all the circuits, sprints and drag events on it (the very base for this release) you can see his work on this link
[Only registered and activated users can see links. Click Here To Register...]

GlideImage: for adding the pursuits, team escape events and meeting places to the file, you can see his work on this link
[Only registered and activated users can see links. Click Here To Register...]

InnZumNiaK (yes me): see changelog ;)

Link:
[Only registered and activated users can see links. Click Here To Register...]
08/24/2015 17:43 Areno98#939
Is it possible to have 2 different suspensions/brakes/tyres installed?
Example: Blue sus. at front & green sus. at back, specially the drop kits.
08/24/2015 18:17 shotgun81#940
Quote:
Originally Posted by Areno98 View Post
Is it possible to have 2 different suspensions/brakes/tyres installed?
Example: Blue sus. at front & green sus. at back, specially the drop kits.
And what is the purpose of that ? :confused:
08/24/2015 18:46 Areno98#941
Quote:
Originally Posted by shotgun81 View Post
And what is the purpose of that ? :confused:
To make some cars oversteer. (But I'm not sure the perf. parts are just placebo)
08/24/2015 19:14 VilleroyBoch#942
Quote:
Originally Posted by InnZumNiaK View Post
Nice Work

i made some changes, i will share them here

CHANGELOG:

- added missing track Rosewood Rally Reverse
- added missing drag Unlocalized String (has single player data so it's playable)
- fixed Central Coast circuit in Kempton (doesn't start single player race, missing xml file was restored)
- fixed Skyline Avenue circuit in Fortuna (doesn't start single player race, missing xml file was restored)
- fixed York Road sprint in Fortuna (doesn't start single player race, missing xml file was restored)
- restored proper class restricted badges to all class restricted races. (even if you set it to open race in availableatlevel.xml, the AI will choose class restricted cars for this events, anyway you can still race those events with any car, the badge will warn you which car class the AI will use in the specific event)

CREDITS:

deep333: for making availableatlevel.xml file with original maps, with all the circuits, sprints and drag events on it (the very base for this release) you can see his work on this link
[Only registered and activated users can see links. Click Here To Register...]

GlideImage: for adding the pursuits, team escape events and meeting places to the file, you can see his work on this link
[Only registered and activated users can see links. Click Here To Register...]

InnZumNiaK (yes me): see changelog ;)

Link:
[Only registered and activated users can see links. Click Here To Register...]
Hey,
is there anyone around here capable of modifying track names in the data files?
I am currently working on a guide to all events that Unlock All Tracks has enabled - including accurate names of tracks from MW/Carbon. There are well over 100 tracks in addition to the original ones.
The next release of Unlock All Tracks should include this thing, don't you think?
08/25/2015 00:57 deep333#943
Nice work... I was too lazy to add TE, Pursuit e.t.c simply coz I didn't have time to look their id's and add them. About open events, knowing that in offline you can race in any car in any events, so I thought it was useless to waste time on making the events their correct car class hash.

BTW I did all this with the help of javascript and autoit. Preparing the structure of the availableatlevel.xml didn't took me more than 30 secs, but making the code (specially javascript) did took me around 10 mins.. damn I hate javascript.
08/25/2015 12:06 Hypercycle#944
About these tracks mod... Why you do this? One my friend unlock ALL playable tracks of game (include hidden) a one month ago (more). You can find this mod in some topics in this forum.

And I myself tested EVERY track. See 1st page of thread.

Also, xml-file editing allow only to view tracks on map/play event, every other parameters (laps, opponents, etc.) don't give effect. We need to hack .bin files.
08/25/2015 14:11 DREAMERXX#945
1 Week testing lot of different values, having terrible and good results, but now, i finally know how to give a better performance for any car in the game. Including the "boat cars". Some cars like CCXR, Veyron and Agera have their real top speed and other cars like Lancer Evo, Viper and R8 have better handling and better acceleration. The kings like F1, Zonda F, GT 2 997, MR2 and others will still being the kings. Diablo SV in this pack is Class A, because is a Diablo lol. Improved cars:

Bugatti Veyron
Koenigsegg CCXR
Koenigsegg Agera
Lamborghini Gallardo LP560-4
Lamborghini Diablo SV
Dodge Viper SRT10
Audi R8 4.2 FSI Quattro
Porsche 911 Turbo (997)
Nissan GTR R35
BMW M3 e92
Mitsubishi Lancer EVO IX MR edition
Audi TT RS

Performance data showed in game was updated too. I tried to make an accurate global for those cars. More cars will be retuned.

Screenshots and Download:


NOTE: This file includes Cosmic Nos for all cars and cops in freeroam shared in this thread some time before.

*EDIT: Now have 4 variations
-Only Performance
-Performance + CosmicNos
-Performance + Cops in Freeroam
-Performance + CosmicNos + Cops in Freeroam*


Hope you like it!! (and sorry for my bad english gg)

Very Thanks to a little group who was helping in it, testing, and reporting most of the first bugs, and issues with this first patch... Very sorry for forgot them, deeply sorry...

#JanoNavarroCamus
#AngeloGarzónBurbano
#Гризли Мелендес (Grizzly Menendez ?)



Enjoy. :D