






|
CARP.TXT - Car Performance Tuning
TABS / Buttons on top
 | General |
 | Gearing / Engine |
 | Gas / Breaking / Realism |
 | Tires / Grip |
 | Steering |
TAB: GENERAL
General. This tab lists all of
the basic information used to calculate some of the other formulas in
the game and how AI cars will run against you.
Serial Number: Assigns a serial number, a unique ID to the car.
Only one serial number can be used by a car. Same serial numbers for two
cars will result in often crashing of game.
Car Classification: The Car Class for your vehicle.
Class B = 0
Class A = 1
Class AA = 2
Class AAA = 3
Spoiler Function Type: Unknown, guess would be that this number
is used to fetch some algorithm which helps determine what changes in
speed will be made.
For now, leave this at 0. There was NO difference when this setting
number was at 0, 1, 2, 5, 8, 12 or 20.
Spoiler Activation Speed: Connected to determine at what speed in
meters/sec the vehicle spoiler becomes active. Most spoilers on vehicles
are pretty useless at normal highway speeds. The lowest setting I
recommend on this (for realism) is approx. 20.
Top Speed: This represents the MAXIMUM speed your car can attain.
You must remember though, the key to achieving that speed will require
adjustments on the Gearing/Engine page. Items like Torque Curve, Gear
Ratios and Gear efficiency will determine the true outcome of the top
speed.
This is also calculated as meters per second. Below is the formula to
determine the appropriate number. Accurate to within .15% actual.
A= Miles per Hour (rated)
B= Kilometers per Hour (rated)
C= meters per second
MPH to m/s : A x 2.237 = C
KPH to m/s : B x .2777 = C
Maximum Velocity: This helps determine how fast your vehicle
actually gets to top speed. If you have a 'Zero to Top Speed' time that
you want to be accurate, you should adjust this to accommodate that
number. For instance, if the vehicle has a top speed of 160mph and it
only takes 45 seconds to get there, the Max. Velocity setting should be
rated higher than the Top Speed. This helps adjust the RPM/MPH and
timing to create a more correct vehicle. If you don't know how to adjust
this using gear ratios, top speed, vehicle mass, and drag co efficiency,
do yourself a favor and just set it to the same thing as Top Speed.
Subdivide Level: Unknown
Mass (Kg): Assigns the weight of the vehicle. There is two types
of weights on car.
 | Dry Weigh: Weight without fluids,
oil etc etc |
 | Wet Weight: weight with fluids, oil
etc etc. If u think that the number there is dry wight, simply add
300lbs to make it wet weight. |
LBS to Kg, use this calc: weight of
vehicle in pounds x 0.4535924 = Kg
Road Bumpiness Factor: Consider this your 'Shock Absorbency
Level'. This setting only becomes useful when you decide to plow through
dirt or 'dirt areas' on a track. It does not affect the vehicle on road
or grass areas.
My suggestion to you builders is keep it within these limits.
0.000000 to 5.000000
0.000000 would represents a 1998 Cadillac Fleetwood Brougham (smoothest,
most comfortable ride I have EVER taken on a dirt road)
1.000000 is a good approximate number for almost every car. Suggested to
leave it at this number.
5.000000 would represent a low rider 1970 Chevy Impala with NO shock
absorption. (Please, if you own such a lowered vehicle, do me as well as
yourself a favor and put some real wheels back on the poor thing. Do you
realize that 98% of the population is actually laughing their ass off at
you.)
In other words, the higher this number gets, the more bouncy the vehicle
becomes when you ride over a dirt area on the tracks. Too high and the
vehicle will flip over a few seconds after you move onto the dirt...not
pretty.
Camera Arm: Used for a Replay calculation. Unless you want those
cool drive by camera angles in replay to leave your car WAY behind, I
wouldn't suggest changing this. Just to see what this affected I bumped
this to 100 and incrementally down to 0.001500. With the lower number,
well let's just say that as the camera moved by the car in replay,
within a few seconds the camera was 5 turns and roughly 2 miles ahead of
the car. Just, do us all a favor and don't mess with it...but if you
insist...I suggest setting this from between 0.1500000 to 0.500000 and
no more or no less.
Pitch Roll Factor: This factor specifies the rolling rate of car
while turning. When inside cabin, It is when u turn car, the opposite
side of car pushed itself downwards.
Body Roll Chart:
Less than 1 - Super cars and Formula race vehicles, the closer to
0.000000 the less the roll.
1.000 - Most Class B and some class C vehicles.
2.000 - Most Class C vehicles and almost any muscle car with an
anti-sway Bar front and rear.
2.300 - Muscle cars and grocery getters with a rear anti-sway bar
2.600 - A car that doesn't have anti-sway bars built after 1960.
2.900 - Chopped, lowered vehicles known as 'Lead Sleds'.
3.000 - 4X4 and off-road vehicles
Anti-Lock Brakes: If this is selected it will keep the vehicle
from locking up the brakes when you are slowing down.
Power Steering: This little setting is either going to make life easy
for turning your vehicle at lower speeds and during hard turning, or if
you decide to uncheck it, you WILL know what it's like trying to turn a
heavy object moving at high velocity. From what I have seen, if this box
is unchecked, then the Steering/Turning Tab data areas will effectively
be used. But if it is enabled, then there is some kind of algorithm used
to provide better steering (probably a multiplier).
Opponents Area:
Acceleration Tables 1 through 8: This is used to determine how the AI
opponents will drive against this car. My suggestion is to open an
appropriate Class vehicle and use the numbers from there. I refuse to
explain this because it's quite trivial.
Gearing/Engine Tab
This is where you are going to build the drive train for the car. Each
field on this page is relevant to how the vehicle performs in the game.
Hopefully you will understand this entire page afterwards.
Number of Gears: In NFS, Total number of gears a car have.
It also include neutral and reverse gear. So if the number is set to8,
it means that 6 are normal gears, 1 is neutral and 1 is reverse.
Final Gear: This is the actual final gear ratio of the vehicle. Does
this sound familiar from your favorite car magazine where it says "Power
is supplied to the wheels through a Ford 9 inch rear end with 4.11
gears." Well, that 4.11 is actually Final Gear Ratio of 4.11:1. The
higher the gear ratio, the faster the car goes, but top speed will
actually decrease. The lower the gearing, the more top speed it will
have but at the expense of a quick start. Here is a chart to help
determine gear ratios, the numbers represent only a few of the actual
gear ratios available today:
Final Gear
2.67 - Poor off line performance but ungodly top speed
3.23 - Decent off line response with very good top speed
3.55 - All around performer
3.73 - Good off line with reasonable top end performance
4.10 - Most street/strip or formula racing cars
4.56 - 9 to 12 second quarter mile bracket racer/ Short track racer
5.20 - 5 to 7 second quarter mile Pro-Stock drag strip vehicle
6.10 - Top-Fuel Nitro Burning Funny Car/ Dragster
keep the numbers between 2.50 and 5.00 for actual realism.
Velocity to RPM: Also known as Drive Power in gears or Torque Inertia
vs. MPH. There is a special diagnostics program available that will
provide this information. Each car is different because the weight of
the vehicle, the amount of torque output, tire sizes and gear ratios
make up the algorithm used to calculate this out in actuality but it
looks like you COULD take a shortcut for the game.
Negative numbers are always considered "reverse" gears. A zero is
neutral and positive numbers are forward. With that in mind, the total
amount of numbers used should ALWAYS represent how many gears the
vehicle has. Lets look at and dissect a set of numbers.
-310,0,305,224,175,146
-310 obviously represents the velocity to RPM in reverse gear. The next
number is a 0 and is neutral.
The next 4 numbers represent the transmissions gearing ratios to the
"Maximum Velocity" in the form of the calculation
Drive Gear Ratio x Max Velocity (mph) = Velocity to RPM setting per
gear.
MPH = Max Velocity (m/s) x 3.6 x .6213712
So if I took a Max Velocity of 150mph and multiplied that by a 1st gear
ratio of 2.20, the 1st gear number should be 330. But keep in mind this
is estimating. To get the true number you would need to really adjust it
carefully so the dashboard tach, 0-60mph timing and speedo were all
synchronized. It's difficult to do, but can be accomplished with a
little effort. At least this calculation would give you a head start.
Gear Ratios: These are the actual transmission gear ratios per speed. Me
being the resource hog I am have various transmission manuals that help
me locate these specific numbers for any US car built between 1955 and
1999
Note: This set of numbers looks almost like velocity to RPM numbers but
remember, were talking small ratios here. Usually nothing bigger than
3.0 and nothing smaller than .50.
As a side note, this is also where you could put a governor on your
vehicle (Like a 1991 Camaro RS, which is governed at 122mph) by simply
adding an extra gear and placing all zeros on the last gear. Like so:
-2.88,0,2.47,1.73,1.36,1.05,0.74,0.00
Each other characteristic of the gear ratios would need the extra number
added in too, like number of gears changed from 7 to 8, velocity to RPM
would need 0.00 added to the end of it, etc...
Gear efficiency: When it comes to gear ratios, lets face it...gear
efficiency can make or break a transmission. Be very careful adjusting
these numbers. This affects performance, velocity, top speed, and how
the dash gauges work.
Shift delay (for manual transmission setting only): The time delay (in
milliseconds) of the transmission shift pattern when you press a shifter
key. The lower the number the faster the shift occurs. Set it too high
(above 15) and the car may sound like it is stalling when you shift.
Affects velocity. Suggestion is that you leave it between 5 and 12.
Engine Tab
Minimum RPM: This number should be set to the cars 'idling' RPM speed.
Most V10 and V8 engines usually have an idle of 500 to 900 RPMs. The V6
and 4 cyl vehicles normally run a little higher, like from 800 to 1100
RPMs. When working on your RPM GAUGE, be sure to set the minimum to the
proper location with this number. If you don't, the RPMs will not look
right in game.
Redline RPM: Consider this the maximum version of the above setting. All
vehicles with a combustion engine have a redline. This is the RPM in
which 1) the torque curve has dropped significantly and 2) the maximum
RPM that can be attained before engine damage will occur.
In the game I have noticed that if this is set real high (15,000 RPMs),
the rpm gauge tends to roll all the way around. Also, the sound of the
engine turns into this really hideous whiny noise.
In this field, for Big Block V8s (383, 400, 413, 429, 440, 454, etc) the
normal RPM limitations were roughly 5000 RPMs. Small Block V8s (4.6L to
5.9L) normally run from 5500 to 6000 RPMs. and the smaller the motor
goes from here, the higher the RPMs. for redline. My Nissan Altima has a
redline of 7000, for example and comes with the 1.8L Inline 4.
Racing engines, I suggest 8000 to 12000 RPMs
Front Drive Ratio: This appears to be for use in the event that you
design a 4-wheel drive vehicle, for off-road racing. This ratio should
be a negative number and in this case. You can also design a front wheel
drive vehicle using this and eliminate the "Final Gear Ratio" factor.
But by doing this you will need to change some Steering numbers to
negatives and make other adjustments so the steering works properly.
If there was an off road track, the 4x4 vehicles would work as long as
the Final Gear ratio and Front gear ratio was the exact same number, but
the front gear ratio would need to be a negative number.
On the actual road surface in game, this front gear ratio is useless
when working with the final gear ratio.
Perhaps we may be seeing an off-road based game from the NFS3 game
engine sometime.
Shift blip in RPM: This should probably have been called the RPM loss
during shift. It really only affects manual shifting too. This had very
little affect on shifts of the automatic transmission. It is based on
how long the shift takes, in milliseconds, to shift between gears and
shows up as a vehicle coast on the RPM gauge.
If you don't understand this, let me put it this way. Shift Blip and
Brake Blip, in RPM, work together to create that cool sound and the RPM
needle movement during shifting.
When you drive a manual transmission, there is a specific amount of time
it takes to shift between gears...during that time the car will coast at
whatever speed you are traveling. This basically covers just how long it
takes the driver to shift the vehicle from one gear to the next.
Because I enjoy realism a lot, I use the shift characteristics of a
special program that tests how long it takes to press a keyboard button.
This gives me my numbers.
The higher the number (I went to 5000 for testing) the longer the shift
will take and the longer your car will "coast" between shifts. There
seems to be a limit on this but I'm not sure what the actual number is.
For no coast time, just put all zeros in here, like so 0,0,0,0,0,0 Each
comma represents a different gear. The example is for a 4 speed manual
tranny.
Brake blip in RPM: You know that Shift Blip is used for the coast
between gears. The Brake Blip is the SAME thing, but used when
downshifting/braking on a transmission. From what I've seen, the RPM
gauge and sounds will use these numbers, in milliseconds, to adjust
themselves accordingly.
Consider this Shift Blip for the Brakes.
Torque Curve: The Torque curve is an actual curve seen when the engine
is tested on a dynamometer. If you don't know what this is, I'll
explain. When an engine is built, the builder usually runs it on a
machine called a dyno (dynamometer for short) which tells them specifics
about the engine, such as horsepower output at specific RPM ranges and
torque at specific RPM ranges. The Torque curve is a form of the overall
torque range.
Use the torque curve, if available for your vehicle, to create the
Torque Curve of the vehicle in game. Note that the total number of dots
used on most every car is 40. Using less or more than this amount could
cause problems and WILL affect almost everything from how the engine
sounds, to performance characteristics to how the gauges work.
In other words, either build the torque curve appropriately, or ask
someone who knows. If you want a simulation program and know, in-depth,
the various specifications of the engine you are using, you can pick up
a nice dyno program from Motion Software for about $40.00. Their URL is
http://www.motionsoftware.com. It is a DOS-based sim, so you'll need
some form of OS that supports it.
NOTE: It should also be noted that the torque curve generated will need
to be in kilograms per meter, NOT lbs per foot.
GAS/BREAKING/REALISM Tab
Gas/Braking
Gas Increasing Curve: I saw absolutely no affects of changing these
numbers. I am guessing that this has something to do with the keyboard typematic rate per gear...but that's simply a guess. I set this curve
from 1 to 100 and nothing changed in regards to handling or speed.
Gas Decreasing Curve: See Gas Off Factor for comprehension. The numbers
of points used in the curve should be the same used for "number of
gears". They represent the % of gas deceleration from velocity compared
to each gear.
Brake Increasing Curve: I saw absolutely no affects of changing these
numbers. I am guessing that this has something to do with the keyboard typematic rate per gear...but that's simply a guess. I set this curve
from 1 to 100 and nothing changed in regards to handling or speed.
Brake Decreasing Curve: See Max Braking Deceleration for comprehension.
The numbers of points used in the curve should be the same used for
"number of gears". They represent the % of brake applied compared to
each gear.
G Transfer Factor: I use the G force calculation (in SAE numbers not
Metric) on the vehicle I'm working on. It seems to be the correct
setting. If this is indeed the G force, you can find out what the G
Transfer Factor is using these formulas:
g Force= Vehicle Weight ÷ Wheel Thrust
Wheel Thrust = rolling radius ÷ drive wheel torque
Drive Wheel Torque = Flywheel Torque x First Gear Ratio x Final Gear
Ratio x .85
and
Flywheel Torque = Maximum Torque - 15%
So to put this together: Lets say you have a car with a 5.7L motor,
connected to a Muncie M22 transmission with the 1st gear ratio of 2.94
and a final gear ratio of 3.55 to 1. The car weighs 2790 lbs. The motor
produces a maximum of 290 lbs-ft of torque and 275 BHP. Tires are the
Firestone 215x70x15in tires.
Using the formulas above:
Flywheel Torque = 290 x.15 which comes out to 43.5. Take the number and
subtract it from the original 290 to get your total Torque at the
flywheel. The outcome is 246.5
Drive Wheel Torque = 246.5 x 2.94 x 3.55 x .85 which comes out to 2187
(rounded up)
Wheel Thrust = Rolling Radius ÷ 2187
Rolling Radius - To find this number you need to know about tires.
Without going into a long and boring lesson on tires, use 215x70x15 to
follow along.
215 = Width in millimeters
70 = Aspect ratio of width to height of sidewall
15 = Fits a 15 inch rim
70% of 215mm is 150.5 (Use a calculator 215 - 30% = 150.5)
150.5mm x .0393701 or mm to inches = 5.93 (rounded up) inches
We know the diameter of the rim is 15, so the radius would equal 7.5
Rolling Radius = Tire Height + Rim Radius = 13.43
13.43 is in inches, so we need to convert that to feet 13.43 ÷ 12 = 1.12
ft
So, Wheel Thrust = 2187 ÷ 1.12 = 1953 (rounded up)
Now, the G Force is within reach
G Force = 1953 ÷ 2790 = .70
A pain in the @#$&%? Absolutely.
Front Brake Bias Ratio: Percentage of how effective the front brakes are
compared to the rear brakes. 0.1 to 1.0. The higher this number is the
harder the front brakes are applied in braking. For a well designed
braking system, you want the front bias to be equal to the back,
therefore, don't deviate too much from the .50 that is normally set
here.
A lot of this has to do with weight distribution during breaking. If you
have a front heavy vehicle, to keep from locking the brakes up hard and
swinging the rear of the car around too drastically, the number should
be increased. I'm not going into formulas on this one.
Gas Off Factor: For simplification, when you are driving a car and you
take your foot off the gas, this factor determines how far a vehicle
travels compared to the gas decreasing curve. The number runs from
"0.000000 to Max Velocity". If you set this for Max Velocity, it stops
the car the second you take your finger off the gas and the gas
decreasing curve takes affect.
Max Braking Deceleration: Similar to Gas Off Factor but used when the
brakes are applied. Again, this determines how soon the vehicle stops in
a braking situation. It uses the Brake decreasing curve to determine how
quickly the car will stop. Range is from 0.000000 to Max Velocity again.
The higher you go in number, the quicker the vehicle stops.
It helps to know the 0 to Top Speed acceleration time and the Top Speed
to 0 braking time to help figure this number.
Needless to say, if you don't understand, you will just have to play
with it. If you want the car to stop at all you must have that number
above 0. Else the car just keeps on going unless you bounce into a flat
surface or scrap a wall.
Realism
Leave these alone. The settings in this area are pretty static. The
ability to change these settings has nothing to do with the car
performance or the way it reacts to objects. "Move along, there's
nothing to see here, people."
Tires/Grip
Tire Specs Front, Tire Specs Rear, Tire Wear, and Tire Factor: These
setting have NO noticeable affect on the game. Set them however you
want. I suspect that they were inserted during the design of the game
for realism items that never made it into the game. The only other
possibility is that they are used in the calculation of the car setups
grip feature.
Lateral acceleration grip multiplier: This field is used in conjunction
with turning. When a vehicle turns a corner, there is a loss of speed
that occurs because of sideways movement in the turn. Like when you
drive and take a sharp corner quickly, the rear of the vehicle comes
sliding around. This sliding affect can move the car in an accelerated
motion sideways in some instances. This setting changes that affect.
This number should range between 2.8 and 3.5. Anything less and the
vehicle becomes incredibly fast if you turn the wheel, any higher and it
can cause you to come to a halt every time you try to turn. Stick with
the range above.
Aerodynamic downforce multiplier: This is the multiplier used to
determine just how much pressure is placed on the vehicle and is
determined by its mass, speed and other variables. I would suggest
playing with the settings. Consider it sort of like a gravity type
setting. Mess with these, It's the only way to understand the affect of
changing this field.
† Front Grip Bias: Front Tire Grip, to put it in it's simplest form. The
Bias is a rating on the tires ability to grip the road. For ease of
understanding, use the table to choose the correct number from below:
Big wheel Plastics .001 to .1 (Not recommended EVER)
S = .10 to .29
R = .30 to .34
HR = .35 to .39
VR = .4 to .49
ZR = .5 to .69
RACE GRIP = .7 to .9
Neverslip = 1.0 +
As a side note, this will not cause a sliding noise. You will simply
notice that the cornering gets worse the closer you get to 0.000000 and
gets better the higher the number used. I don't suggest going above
1.000000 on this one simply because I don't know of any car that can
turn tighter than the steering ratio. This field is a variable used in a
calculation for steering ability at various speeds.
Wheel base: This is the average width between the tires. On a vehicle
the front and rear tires are sometimes not as wide apart in the front as
they are in the back or vice-versa. The width between the tires is
called the track. Some vehicle specs provide the track width (usually in
inches) of the vehicle. To find the Wheel Base that this game is
requesting, you need to find the average between the two (if they are
different) and then provide the number in meters to this field.
For instance, a 1999 Mustang has a front track of 60.4 inches and a rear
track of 60.6 inches. This gives a wheel base value of 60.5 (avg)
60.5 is in inches so we convert to meters by this 60.5 x .0254 = wheel
base value and this total would equal 1.5367. Appropriate value for the
game and realistic in play.
I noticed that most vehicles in game have a larger number than this so I
suggest you add 50% of the value onto your vehicles wheelbase value
which should provide the control you are looking for.
Wheel base settings change how the car holds the road and the effects of
sliding. A lower value, and thus, slim vehicle, is easier to flip the
vehicle when you drive radically. You can also make a car so wide so as
not to be affected by road curvature. Be careful with this setting.
Other cars around you are affected by this setting too.
Suggested width range: 1.000000 to 3.657000. This represents 3.2 ft to
12 ft wide, or roughly the width of a Rover Mini to a Mack Truck.
Steering Tab
Min Steering Acceleration: This is the number used to determine the turn
factors. The lower this number is, the slower you must travel to turn
the vehicle. The higher this number is the faster you must go to turn
the vehicle properly. It appears to be tied to the turn speed modifiers
also.
Setting this to 1 and going faster than 25mph, the car drove in a
straight line.
Setting this to 16, the car reacted properly.
Setting this to 32, the car accelerates (much like pressing the gas)
† Turning Circle Radius: Effective only when the gas is not pressed. The
smaller the number, the quicker it turns. The larger the number, the
slower it turns. I use the actual turning radius (in m x 2.)number on
vehicle specs here. It fits. Approximate turning radius on most normal
cars is around 12-14, for super cars, many are 9 to 12. Play with it,
but start it at a base of 12. Turning on a dime = 1.
† Turn In Ramp: The lower the number is from 16, the worse it steers. 0
and 1 will keep the car from turning. Higher than 16 and the vehicle
turns much quicker in a coasting situation. The only apparent difference
here is that Turn In Ramp does NOT affect acceleration. Judging from how
this works, it is probable that this is an aspect ratio used to
determine how fast the turn is at certain speed. Much like an Gas
Increasing Curve but for turning.
† Turn Out Ramp: Similar to Turn In Ramp, except this affects the
steering correction after you have completed the turn.
Slide Multiplier: Notice that when your car hits another in game, it
seems that the bumpers of the two vehicles are locked and causes you to
have to slow down to unlock yourself. Well, playing with this I
discovered that the lower the amount (Set it to 0.000300) the more the
car tended to "slide" off the car I just hit. It even worked against
cops in Pursuit mode. Now the test vehicle can no longer be stopped by
the cops slowing down in front of me, I just sort of slide off of them.
Slide Velocity Cap and Slide Assistance Factor appear to be connected to
Slide Multiplier. At least the affects of changing these fields have the
same affect on the game. I'm sure there is some calculation this does
but I am unaware of it, so I'll continue to research it.
† Spin Velocity Cap: Noticed no changes to game play.
Push Factor: Decreasing push factor decreases the sideways slide of the
car. 9000 seems to be a little high for reality. The larger this number
gets, the farther this car slides when it's turned sideways. It also
affects how far your vehicle can be "pushed" sideways by another car
hitting it.
By this I mean that whole power braking, sideways turning, slide we all
adore and love to do at the finish line, is longer or shorter depending
on what number is used.
Suggestion- For every 500 lbs of car, add 1000 points of Push Factor.
So, for a Mazda Miata, this should be about 3000.
Low and High Turn Factor: Keep these between 0.0150000 and 0.0350000.
Otherwise you end up with really odd turning capability. I noticed
changes to the turning realism moving this from 0.000010 to 1.000000.
† Gradual, Medium and Sharp Turn Cutoff: This seems to have something to
do with the way the steering wheel turns at various speeds. I found it
had nothing to do with the capability of performance in steering on 10
different cars. Each was set to a different number from 1 to 200. the
only difference I saw was the amount the steering wheel turned.
I'm not sure how the numbers work on this though.
Turn Speed Modifiers: Depending on the speed you are going, the numbers
inserted here will affect the steering of the vehicle. The lower the
number, the less capable the car is of handling the turn.
The higher the number the faster/easier the car turns.
Suggestion- Number range should not exceed 1 unless you're driving a
unicycle. and should not fall below 0.500000 unless you are driving a
sleigh.
This modifier works on how fast the car is moving. The faster it goes,
the less capable turning it should have. Decrease the number using the
Medium Turn Speed Modifier by at least .05 for for Sharp and .10 for
Extreme. Then adjust from there.
VIV Wizard created by Jesper Juul-Mortensen Help File created by Jesper
Juul-Mortensen & Mitch Larson |