<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[Forums - Cars & Tracks]]></title>
		<link>https://www.vdrift.net/Forum/</link>
		<description><![CDATA[Forums - https://www.vdrift.net/Forum]]></description>
		<pubDate>Sat, 18 Apr 2026 19:22:58 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Exporting tracks from blender 2.80]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2451</link>
			<pubDate>Fri, 03 Jan 2020 08:57:00 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=265">alex25</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2451</guid>
			<description><![CDATA[i've been trying to export all objects from blender 2.80 into a jpk file but no objects get exported. if i export just one object to a joe file then it works fine. not quite sure what i'm doing wrong? i've tried selecting all objects, deselecting them all but still no objects get exported. i'm doing this on debian. any ideas?<br />
<br />
looking at blender-scripts/blender28/vdrift.py at joe_pack.from_mesh() at line 367 i see<br />
<br />
  objlist = bpy.context.scene.collection.objects<br />
<br />
but it's empty so no wonder nothing gets exported.<br />
<br />
thanks.]]></description>
			<content:encoded><![CDATA[i've been trying to export all objects from blender 2.80 into a jpk file but no objects get exported. if i export just one object to a joe file then it works fine. not quite sure what i'm doing wrong? i've tried selecting all objects, deselecting them all but still no objects get exported. i'm doing this on debian. any ideas?<br />
<br />
looking at blender-scripts/blender28/vdrift.py at joe_pack.from_mesh() at line 367 i see<br />
<br />
  objlist = bpy.context.scene.collection.objects<br />
<br />
but it's empty so no wonder nothing gets exported.<br />
<br />
thanks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Adding brake and reverse light meshes]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2384</link>
			<pubDate>Sat, 04 May 2019 11:23:01 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=44392">mattcan</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2384</guid>
			<description><![CDATA[I'm working on adding brake and reverse light meshes to cars that are missing them based on this ticket in Github: <a href="https://github.com/VDrift/vdrift/issues/23" target="_blank" rel="noopener" class="mycode_url">https://github.com/VDrift/vdrift/issues/23</a><br />
<br />
Since I don't have SVN access, I figure this is the best place to upload the changes. CT is attached in this post.<br />
<br />
If anyone wants to add their changes, feel free to post in this thread.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.vdrift.net/Forum/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=53" target="_blank" title="">CT.zip</a> (Size: 4.29 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I'm working on adding brake and reverse light meshes to cars that are missing them based on this ticket in Github: <a href="https://github.com/VDrift/vdrift/issues/23" target="_blank" rel="noopener" class="mycode_url">https://github.com/VDrift/vdrift/issues/23</a><br />
<br />
Since I don't have SVN access, I figure this is the best place to upload the changes. CT is attached in this post.<br />
<br />
If anyone wants to add their changes, feel free to post in this thread.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.vdrift.net/Forum/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=53" target="_blank" title="">CT.zip</a> (Size: 4.29 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Problem with Ferrari F40 in Monza]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2382</link>
			<pubDate>Mon, 15 Apr 2019 08:08:20 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=44276">leillo1975</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2382</guid>
			<description><![CDATA[Hello<br />
<br />
I don't know if this problem is a Car (Ferrari F40) or a track (Monza) problem. If you drive this car in this track, you can crash with Kerbs. I think that is more descriptive this video:<br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/Oz9E58swLZg" frameborder="0" allowfullscreen></iframe><br />
<br />
Also, as you can see, the wheel is a cube inside the car.<br />
A suggestion for Monza circuit. Is possible to change the color of the Asphalt to a normal tone (dark grey), like Monza 88, for example.]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
I don't know if this problem is a Car (Ferrari F40) or a track (Monza) problem. If you drive this car in this track, you can crash with Kerbs. I think that is more descriptive this video:<br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/Oz9E58swLZg" frameborder="0" allowfullscreen></iframe><br />
<br />
Also, as you can see, the wheel is a cube inside the car.<br />
A suggestion for Monza circuit. Is possible to change the color of the Asphalt to a normal tone (dark grey), like Monza 88, for example.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[DG-Mi1]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2317</link>
			<pubDate>Sat, 09 Dec 2017 03:18:52 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=41143">drivingx</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2317</guid>
			<description><![CDATA[<img src="https://c1.staticflickr.com/5/4593/39157144861_7cf2388eec_b.jpg" loading="lazy"  alt="[Image: 39157144861_7cf2388eec_b.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[<img src="https://c1.staticflickr.com/5/4593/39157144861_7cf2388eec_b.jpg" loading="lazy"  alt="[Image: 39157144861_7cf2388eec_b.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Torque curve list from real car !]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2298</link>
			<pubDate>Tue, 25 Jul 2017 01:51:45 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=42134">dongvanhung</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2298</guid>
			<description><![CDATA[Hi, everyone ! <img src="https://www.vdrift.net/Forum/images/smilies/heart.gif" alt="Heart" title="Heart" class="smilie smilie_16" /><br />
<br />
To get the real Torque curve list from real car are quite difficult. If someone have real torque curve from real info of real car. Please post here !<br />
<br />
Thanks in advanced.]]></description>
			<content:encoded><![CDATA[Hi, everyone ! <img src="https://www.vdrift.net/Forum/images/smilies/heart.gif" alt="Heart" title="Heart" class="smilie smilie_16" /><br />
<br />
To get the real Torque curve list from real car are quite difficult. If someone have real torque curve from real info of real car. Please post here !<br />
<br />
Thanks in advanced.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A petition for a 'ghost' car]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2230</link>
			<pubDate>Thu, 20 Oct 2016 22:06:14 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=34253">arturo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2230</guid>
			<description><![CDATA[I never found the time to learn Blender. That's why I am asking here for something that must be extremely easy to do by anyone who knows.<br />
<br />
What I need is a body.joe file (plus, I assume, the corresponding .png texture) that contains... well, nothing. The bare minimun of a mesh: just one point in space, or just the smallest triangle, I don't know.<br />
<br />
The final result should be a "transparent" body, with only the wheels visible in each corner, which I will use for the cars I try to develop (right now, I am working on the simulation of a Hyundai Ioniq with 13' wheels to compensate for a very long 6th gear).<br />
<br />
Up till now, my workaround for this has always been to "bodysnatch" any other car and use a forward hood view so that I can forget that I am driving something that looks completely different to what I'd like. But now I thought that I could use the replay function to check how close to the apex I get in some corners, and such a "bare wheels" view would be great for that.<br />
<br />
Many thanks in advance to the kind soul that will spare a few minutes to make an old man happy.]]></description>
			<content:encoded><![CDATA[I never found the time to learn Blender. That's why I am asking here for something that must be extremely easy to do by anyone who knows.<br />
<br />
What I need is a body.joe file (plus, I assume, the corresponding .png texture) that contains... well, nothing. The bare minimun of a mesh: just one point in space, or just the smallest triangle, I don't know.<br />
<br />
The final result should be a "transparent" body, with only the wheels visible in each corner, which I will use for the cars I try to develop (right now, I am working on the simulation of a Hyundai Ioniq with 13' wheels to compensate for a very long 6th gear).<br />
<br />
Up till now, my workaround for this has always been to "bodysnatch" any other car and use a forward hood view so that I can forget that I am driving something that looks completely different to what I'd like. But now I thought that I could use the replay function to check how close to the apex I get in some corners, and such a "bare wheels" view would be great for that.<br />
<br />
Many thanks in advance to the kind soul that will spare a few minutes to make an old man happy.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ring2007: do not use "racing" tyres]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2221</link>
			<pubDate>Sun, 12 Jun 2016 15:49:25 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=34253">arturo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2221</guid>
			<description><![CDATA[Imho, Ring2007 is by far the best track available in VDrift. It is a very detailed rendition of the Nürburgring Nordschleife, converted from rFactor by alex25. <br />
<br />
There is nothing that good at Racer and it is simply not possible to recreate a proper Karrussell in the track format used by Torcs and Speed Dreams, with a constant width.<br />
<br />
However, your driving pleasure will be greatly diminished if you mount tyres of the "racing" type. For some reason, these interact very abruptly with some kerbs and even with the (visually flat) cobblestones in the left at the Stefan Bellof S.<br />
<br />
The solution is very simple: use "sports" or "touring" tyres and these interactions no longer occur.]]></description>
			<content:encoded><![CDATA[Imho, Ring2007 is by far the best track available in VDrift. It is a very detailed rendition of the Nürburgring Nordschleife, converted from rFactor by alex25. <br />
<br />
There is nothing that good at Racer and it is simply not possible to recreate a proper Karrussell in the track format used by Torcs and Speed Dreams, with a constant width.<br />
<br />
However, your driving pleasure will be greatly diminished if you mount tyres of the "racing" type. For some reason, these interact very abruptly with some kerbs and even with the (visually flat) cobblestones in the left at the Stefan Bellof S.<br />
<br />
The solution is very simple: use "sports" or "touring" tyres and these interactions no longer occur.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[An electric sports car]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2220</link>
			<pubDate>Wed, 08 Jun 2016 10:00:09 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=34253">arturo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2220</guid>
			<description><![CDATA[I've put an electric motor into the AX2 and called the resulting file AX2-e.car... but before you get all excited, please be aware that electric cars are comparatively boring to drive. With no gears to change, the motor keeps pushing from the beginning to the end: when you get there, you are there.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[engine]<br />
(...)<br />
max-power = 221000<br />
torque-curve-00 = 0, 1111<br />
torque-curve-01 = 1900, 1111</code></div></div><br />
Electric motors give a constant torque up to the regime of maximum power. You can then increase the regime, only to get a proportional reduction in torque so that power (equal to torque x rpm) remains the same.<br />
<br />
The figures come from another project I'm playing with (if only I could find the 3d mesh ready-made): a C5 Tourer with the 300 hp engine of a Jaguar XF 3.0D... and matching electric power to the rear wheels! Admittedly, these would only push during short bursts (normally at the exit of a turn but also at top speed when needed to pass a competitor) using the energy recovered from braking. Those electric motors are the ones used here, without the internal combustion engine and hence with much larger batteries.<br />
<br />
The maths involved are really easy to understand: the Jaguar engine produces its 221 kW at 4000 rpm, while the Citroën transmission has a final reduction ratio in 6th gear of 2.11. This means that the wheels (and the motors attached to the rear ones) are turning at 1900 rpm at top speed, which in turn means that we need 1111 Nm to achieve 221 kW.<br />
<br />
Remember to make sure that your in-game clutch is strong enough to handle in excess of 1111 Nm. In fact, we are not simulating a clutch here but a fixed direct transmission between each motor and each rear wheel (which in theory would allow for torque vectoring around corners). Our gearbox and differential couldn’t be more simple:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[transmission]<br />
gears = 1<br />
gear-ratio-r = -1.0<br />
gear-ratio-1 = 1.0<br />
(...)<br />
[differential-rear]<br />
final-drive = 1.0</code></div></div><br />
I’ve made no other changes, only touring instead of sporting tyres given that much less grip is needed now. Top speed is 228 kph with the utterly unrealistic AX2’s drag coefficient of 0.30 (when you think that a typical closed-top LMP1 has 0.47, and even if the frontal area could be reduced from 2 to 1.7 square meters).]]></description>
			<content:encoded><![CDATA[I've put an electric motor into the AX2 and called the resulting file AX2-e.car... but before you get all excited, please be aware that electric cars are comparatively boring to drive. With no gears to change, the motor keeps pushing from the beginning to the end: when you get there, you are there.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[engine]<br />
(...)<br />
max-power = 221000<br />
torque-curve-00 = 0, 1111<br />
torque-curve-01 = 1900, 1111</code></div></div><br />
Electric motors give a constant torque up to the regime of maximum power. You can then increase the regime, only to get a proportional reduction in torque so that power (equal to torque x rpm) remains the same.<br />
<br />
The figures come from another project I'm playing with (if only I could find the 3d mesh ready-made): a C5 Tourer with the 300 hp engine of a Jaguar XF 3.0D... and matching electric power to the rear wheels! Admittedly, these would only push during short bursts (normally at the exit of a turn but also at top speed when needed to pass a competitor) using the energy recovered from braking. Those electric motors are the ones used here, without the internal combustion engine and hence with much larger batteries.<br />
<br />
The maths involved are really easy to understand: the Jaguar engine produces its 221 kW at 4000 rpm, while the Citroën transmission has a final reduction ratio in 6th gear of 2.11. This means that the wheels (and the motors attached to the rear ones) are turning at 1900 rpm at top speed, which in turn means that we need 1111 Nm to achieve 221 kW.<br />
<br />
Remember to make sure that your in-game clutch is strong enough to handle in excess of 1111 Nm. In fact, we are not simulating a clutch here but a fixed direct transmission between each motor and each rear wheel (which in theory would allow for torque vectoring around corners). Our gearbox and differential couldn’t be more simple:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[transmission]<br />
gears = 1<br />
gear-ratio-r = -1.0<br />
gear-ratio-1 = 1.0<br />
(...)<br />
[differential-rear]<br />
final-drive = 1.0</code></div></div><br />
I’ve made no other changes, only touring instead of sporting tyres given that much less grip is needed now. Top speed is 228 kph with the utterly unrealistic AX2’s drag coefficient of 0.30 (when you think that a typical closed-top LMP1 has 0.47, and even if the frontal area could be reduced from 2 to 1.7 square meters).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fixing brake bias - AX2 (to begin with)]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2219</link>
			<pubDate>Wed, 08 Jun 2016 06:18:59 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=34253">arturo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2219</guid>
			<description><![CDATA[This thread could list those cars for which testing shows a possible improvement in changing the brake bias (certainly one of the easiest problems to fix).<br />
<br />
AX2, tested in Spa2008, spins in the approach to the first turn (La Source), even at relatively low speed -- bring it from 61/39 to 62/38 (yes, that is just one percentage point) and you will be fine.]]></description>
			<content:encoded><![CDATA[This thread could list those cars for which testing shows a possible improvement in changing the brake bias (certainly one of the easiest problems to fix).<br />
<br />
AX2, tested in Spa2008, spins in the approach to the first turn (La Source), even at relatively low speed -- bring it from 61/39 to 62/38 (yes, that is just one percentage point) and you will be fine.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Request for additional car data.]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2206</link>
			<pubDate>Sun, 03 Jan 2016 13:33:25 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=35224">vdriftz</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2206</guid>
			<description><![CDATA[Hi, <br />
<br />
I downloaded the car data files of the Modena 360 <br />
and of the 2002 Formula One racing car, containing<br />
extensive information about these vehicles.<br />
<br />
I would be very grateful if anybody can provide the <br />
following data on the above cars, or on any other<br />
suitable vehicles:<br />
<br />
(1) Wheel data (wheel = tyre + rim):<br />
<br />
The mass of each wheel m_w.<br />
<br />
The radius and width of each wheel, r_w and w_w.<br />
<br />
The moment of inertia of each wheel about an axis through<br />
its center of mass and perpendicular to the plane of the <br />
wheel, I_w_zz.<br />
<br />
The moment of inertia of each wheel about an axis through<br />
its center of mass and perpendicular to the ground plane, <br />
I_w_xx.<br />
<br />
<br />
<br />
(2) Car body data (car body = car without the four wheels)<br />
<br />
The mass of the car body m_b.<br />
<br />
The dimensions of a rectangular box (length, width and height)<br />
bounding the car body.<br />
<br />
The widths of the front and rear axles.<br />
<br />
The length of the wheelbase.<br />
<br />
The position of the center of mass of the car body relative <br />
to the wheelbase.<br />
<br />
The moment of inertia of the car body about an axis through <br />
its center of mass and perpendicular to the ground plane, <br />
I_b_zz.<br />
<br />
<br />
<br />
(3) Drive train data (drive train = engine + gearbox + <br />
drive shaft + differential gear-box + side shafts)<br />
<br />
Equivalent inertia of the drive train defined as follows.<br />
<br />
Approximate the rotational inertia of the drive train, with<br />
an equivalent inertia rotating about the axis of rotation <br />
of the engine crank shaft.<br />
<br />
Thanks very much.<br />
<br />
Constantine Frangos.]]></description>
			<content:encoded><![CDATA[Hi, <br />
<br />
I downloaded the car data files of the Modena 360 <br />
and of the 2002 Formula One racing car, containing<br />
extensive information about these vehicles.<br />
<br />
I would be very grateful if anybody can provide the <br />
following data on the above cars, or on any other<br />
suitable vehicles:<br />
<br />
(1) Wheel data (wheel = tyre + rim):<br />
<br />
The mass of each wheel m_w.<br />
<br />
The radius and width of each wheel, r_w and w_w.<br />
<br />
The moment of inertia of each wheel about an axis through<br />
its center of mass and perpendicular to the plane of the <br />
wheel, I_w_zz.<br />
<br />
The moment of inertia of each wheel about an axis through<br />
its center of mass and perpendicular to the ground plane, <br />
I_w_xx.<br />
<br />
<br />
<br />
(2) Car body data (car body = car without the four wheels)<br />
<br />
The mass of the car body m_b.<br />
<br />
The dimensions of a rectangular box (length, width and height)<br />
bounding the car body.<br />
<br />
The widths of the front and rear axles.<br />
<br />
The length of the wheelbase.<br />
<br />
The position of the center of mass of the car body relative <br />
to the wheelbase.<br />
<br />
The moment of inertia of the car body about an axis through <br />
its center of mass and perpendicular to the ground plane, <br />
I_b_zz.<br />
<br />
<br />
<br />
(3) Drive train data (drive train = engine + gearbox + <br />
drive shaft + differential gear-box + side shafts)<br />
<br />
Equivalent inertia of the drive train defined as follows.<br />
<br />
Approximate the rotational inertia of the drive train, with<br />
an equivalent inertia rotating about the axis of rotation <br />
of the engine crank shaft.<br />
<br />
Thanks very much.<br />
<br />
Constantine Frangos.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HOW TO create a car for VDrift (1) - The .car file]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2205</link>
			<pubDate>Mon, 14 Dec 2015 03:56:25 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=34253">arturo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2205</guid>
			<description><![CDATA[This thread is intended for beginners who want to add their favourite cars to VDrift. I am going to document my own process of creating a car and hope that others won't have to repeat my mistakes. This first post will be edited as I learn things.<br />
<br />
The first thing to understand is that there are two almost completely separate processess at work: one is art (the 3D mesh and the textures, which will determine how your car looks), the other is physics (the parameters in the .car file, which will determine how your car drives). The only link between both is that the wheels, whose position will be determined by the values for wheelbase and front/rear tracks set (implicitly) in your .car file, must fit into the bodywork.<br />
<br />
We will only deal with the physics side here. I will post separately about how to generate the model in Blender from an absolute beginner's perspective.<br />
<br />
In order to create your .car file, you must start by looking at the description of all VDrift car parameters here:<br />
<a href="https://github.com/VDrift/vdrift/blob/master/docs/Car_parameters.md" target="_blank" rel="noopener" class="mycode_url">https://github.com/VDrift/vdrift/blob/ma...ameters.md</a><br />
<br />
Do you want realistic values for your car? This may not be the case if you are only interested in playing the game and have fun. But for those who want to simulate the behavior of their cars as closely as posible, real values are needed.<br />
<br />
If you want a one-stop shop, have a look at this page:<br />
<a href="http://www.automobile-catalog.com/" target="_blank" rel="noopener" class="mycode_url">http://www.automobile-catalog.com/</a><br />
It is the only place that I know where you can sistematically find gear ratios. Unfortunately, it is still in construction. They proceed alphabetically, and at the time or writing they are working on letter N.<br />
<br />
Another interesting place, where you can find torque curves in an immediately exploitable format is here:<br />
<a href="http://www.zeperfs.com/" target="_blank" rel="noopener" class="mycode_url">http://www.zeperfs.com/</a><br />
You have to register to have access to the full functionality, including the torque curves, but according to my experience this is perfectly safe.<br />
<br />
Some parameters will allow you to 'tune' your car performance. Let's look at the brakes. Which pads will you mount in the front and in the rear? Values for the friction coeficient can be found in the Internet from various makers; a very useful table including real-world racing uses can be found at the end of the introduction to this document:<br />
<a href="http://www.apracing.com/drawings/2015" target="_blank" rel="noopener" class="mycode_url">http://www.apracing.com/drawings/2015</a> Product Catalogue/2015 Brake pads.pdf<br />
<br />
Regarding brake bias, you can get a rough approximation using this calculator (set the values to metric first of all):<br />
<a href="http://brakepower.com/" target="_blank" rel="noopener" class="mycode_url">http://brakepower.com/</a><br />
<br />
However, nothing will replace on-track testing. You have to try and send more braking to the rear wheels until the point where the car becomes unstable.]]></description>
			<content:encoded><![CDATA[This thread is intended for beginners who want to add their favourite cars to VDrift. I am going to document my own process of creating a car and hope that others won't have to repeat my mistakes. This first post will be edited as I learn things.<br />
<br />
The first thing to understand is that there are two almost completely separate processess at work: one is art (the 3D mesh and the textures, which will determine how your car looks), the other is physics (the parameters in the .car file, which will determine how your car drives). The only link between both is that the wheels, whose position will be determined by the values for wheelbase and front/rear tracks set (implicitly) in your .car file, must fit into the bodywork.<br />
<br />
We will only deal with the physics side here. I will post separately about how to generate the model in Blender from an absolute beginner's perspective.<br />
<br />
In order to create your .car file, you must start by looking at the description of all VDrift car parameters here:<br />
<a href="https://github.com/VDrift/vdrift/blob/master/docs/Car_parameters.md" target="_blank" rel="noopener" class="mycode_url">https://github.com/VDrift/vdrift/blob/ma...ameters.md</a><br />
<br />
Do you want realistic values for your car? This may not be the case if you are only interested in playing the game and have fun. But for those who want to simulate the behavior of their cars as closely as posible, real values are needed.<br />
<br />
If you want a one-stop shop, have a look at this page:<br />
<a href="http://www.automobile-catalog.com/" target="_blank" rel="noopener" class="mycode_url">http://www.automobile-catalog.com/</a><br />
It is the only place that I know where you can sistematically find gear ratios. Unfortunately, it is still in construction. They proceed alphabetically, and at the time or writing they are working on letter N.<br />
<br />
Another interesting place, where you can find torque curves in an immediately exploitable format is here:<br />
<a href="http://www.zeperfs.com/" target="_blank" rel="noopener" class="mycode_url">http://www.zeperfs.com/</a><br />
You have to register to have access to the full functionality, including the torque curves, but according to my experience this is perfectly safe.<br />
<br />
Some parameters will allow you to 'tune' your car performance. Let's look at the brakes. Which pads will you mount in the front and in the rear? Values for the friction coeficient can be found in the Internet from various makers; a very useful table including real-world racing uses can be found at the end of the introduction to this document:<br />
<a href="http://www.apracing.com/drawings/2015" target="_blank" rel="noopener" class="mycode_url">http://www.apracing.com/drawings/2015</a> Product Catalogue/2015 Brake pads.pdf<br />
<br />
Regarding brake bias, you can get a rough approximation using this calculator (set the values to metric first of all):<br />
<a href="http://brakepower.com/" target="_blank" rel="noopener" class="mycode_url">http://brakepower.com/</a><br />
<br />
However, nothing will replace on-track testing. You have to try and send more braking to the rear wheels until the point where the car becomes unstable.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Engine max power]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2194</link>
			<pubDate>Wed, 23 Sep 2015 12:46:08 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=9460">slickx</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2194</guid>
			<description><![CDATA[max-power = 1.79e5<br />
displacement = 2.0E-3<br />
<br />
can someone tell me how this is calculated so i could put some good values for drifting cars?]]></description>
			<content:encoded><![CDATA[max-power = 1.79e5<br />
displacement = 2.0E-3<br />
<br />
can someone tell me how this is calculated so i could put some good values for drifting cars?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cars from Stunt Rally]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2184</link>
			<pubDate>Fri, 31 Jul 2015 04:05:11 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=4948">CrystalH</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2184</guid>
			<description><![CDATA[OK I started with XZ, export seems working.<br />
Was really fast to do. Some preview:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>http://imgur.com/a/TCcWq#0</code></div></div>Didn't try wheels yet. Hope you like it / are interested.<br />
<br />
I got blender 2.70, latest is 2.75. Scripts are for 2.6, is that okay or do they need to be updated?<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>https://github.com/VDrift/blender-scripts</code></div></div><br />
Currently IDK why it doesn't get colored in game, is just white.<br />
I see some odd info in wiki, like textures need to be 512, this has 1024 and it works.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>https://github.com/VDrift/vdrift/blob/master/docs/Creating_cars.md#texture-the-models</code></div></div>And what range for triangle count is good. Seriously not 3500 as on wiki <img src="https://www.vdrift.net/Forum/images/smilies/undecided.gif" alt="Undecided" title="Undecided" class="smilie smilie_20" /> (that's for 1 wheel not whole car) <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>https://github.com/VDrift/vdrift/blob/master/docs/Creating_cars.md#body-model</code></div></div><br />
I'm gonna need some help since the .car format I know is from 2010.<br />
And I don't know how to position wheels, and hinge. BTW do the caster, toe, etc params work?<br />
<br />
Also, what is the approach. Do I need to position model with center in center of mass? I.e. is adjusting COM only done this way?<br />
What do you suggest? Getting a .car file closest to this, and fixing some params?<br />
I doubt we can get all real values anyway. I tried recently for Y7 but the stuff that's nowhere to find is e.g. tire rolling resistance, drag and downforce etc.<br />
<br />
More info on SR cars at: <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>http://stuntrally.tuxfamily.org/cars?id=XZ</code></div></div>And on this model: <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>https://github.com/stuntrally/blendfiles/blob/master/cars/XZ/about.txt</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>http://www.blendswap.com/blends/view/19869</code></div></div><br />
PS. Tag buttons just input [unidentified=unidentified]. <img src="https://www.vdrift.net/Forum/images/smilies/huh.gif" alt="Huh" title="Huh" class="smilie smilie_17" />]]></description>
			<content:encoded><![CDATA[OK I started with XZ, export seems working.<br />
Was really fast to do. Some preview:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>http://imgur.com/a/TCcWq#0</code></div></div>Didn't try wheels yet. Hope you like it / are interested.<br />
<br />
I got blender 2.70, latest is 2.75. Scripts are for 2.6, is that okay or do they need to be updated?<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>https://github.com/VDrift/blender-scripts</code></div></div><br />
Currently IDK why it doesn't get colored in game, is just white.<br />
I see some odd info in wiki, like textures need to be 512, this has 1024 and it works.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>https://github.com/VDrift/vdrift/blob/master/docs/Creating_cars.md#texture-the-models</code></div></div>And what range for triangle count is good. Seriously not 3500 as on wiki <img src="https://www.vdrift.net/Forum/images/smilies/undecided.gif" alt="Undecided" title="Undecided" class="smilie smilie_20" /> (that's for 1 wheel not whole car) <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>https://github.com/VDrift/vdrift/blob/master/docs/Creating_cars.md#body-model</code></div></div><br />
I'm gonna need some help since the .car format I know is from 2010.<br />
And I don't know how to position wheels, and hinge. BTW do the caster, toe, etc params work?<br />
<br />
Also, what is the approach. Do I need to position model with center in center of mass? I.e. is adjusting COM only done this way?<br />
What do you suggest? Getting a .car file closest to this, and fixing some params?<br />
I doubt we can get all real values anyway. I tried recently for Y7 but the stuff that's nowhere to find is e.g. tire rolling resistance, drag and downforce etc.<br />
<br />
More info on SR cars at: <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>http://stuntrally.tuxfamily.org/cars?id=XZ</code></div></div>And on this model: <div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>https://github.com/stuntrally/blendfiles/blob/master/cars/XZ/about.txt</code></div></div><div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>http://www.blendswap.com/blends/view/19869</code></div></div><br />
PS. Tag buttons just input [unidentified=unidentified]. <img src="https://www.vdrift.net/Forum/images/smilies/huh.gif" alt="Huh" title="Huh" class="smilie smilie_17" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Car brakes review and fixes]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2182</link>
			<pubDate>Wed, 29 Jul 2015 04:08:13 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=4879">NaN</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2182</guid>
			<description><![CDATA[I've run our cars through vdrift -cartest looking into brake performance, mainly fixing friction coefficients to have more realistic values (0.3 - 0.7) and increasing brake system pressure where required.<br />
<br />
There are a few cars that should have much more aggressive brakes now.<br />
<br />
I've ran into one interesting case. TC (Toyota Celica ST185 Rally) reports<br />
60-0 stopping distance (no ABS): 124.708 ft<br />
60-0 stopping distance (ABS): 2326.04 ft<br />
<br />
No idea what is going on with the ABS there, will look into it.<br />
<br />
EDIT:<br />
There are also a few cars with max power not matching torque curve it seems, which results in incorrect top speed estimation.]]></description>
			<content:encoded><![CDATA[I've run our cars through vdrift -cartest looking into brake performance, mainly fixing friction coefficients to have more realistic values (0.3 - 0.7) and increasing brake system pressure where required.<br />
<br />
There are a few cars that should have much more aggressive brakes now.<br />
<br />
I've ran into one interesting case. TC (Toyota Celica ST185 Rally) reports<br />
60-0 stopping distance (no ABS): 124.708 ft<br />
60-0 stopping distance (ABS): 2326.04 ft<br />
<br />
No idea what is going on with the ABS there, will look into it.<br />
<br />
EDIT:<br />
There are also a few cars with max power not matching torque curve it seems, which results in incorrect top speed estimation.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cornering with the CS?]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2176</link>
			<pubDate>Sun, 17 May 2015 22:13:46 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=30479">zje</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2176</guid>
			<description><![CDATA[Thanks for the great game!<br />
<br />
I was thrilled to find an aircooled 911 in the game, but am having trouble getting the hang of it.<br />
<br />
In particular, if I brake hard when coming up to a corner, the car hooks right and into a spin (with zero steering input). I've found that letting up on the throttle helps get through some corners, but that doesn't seem quite right. Apologies if this was posted anywhere else, but I couldn't find any tips on cornering with the CS.<br />
<br />
I'm playing with the keyboard if that helps<br />
<br />
Thanks again!]]></description>
			<content:encoded><![CDATA[Thanks for the great game!<br />
<br />
I was thrilled to find an aircooled 911 in the game, but am having trouble getting the hang of it.<br />
<br />
In particular, if I brake hard when coming up to a corner, the car hooks right and into a spin (with zero steering input). I've found that letting up on the throttle helps get through some corners, but that doesn't seem quite right. Apologies if this was posted anywhere else, but I couldn't find any tips on cornering with the CS.<br />
<br />
I'm playing with the keyboard if that helps<br />
<br />
Thanks again!]]></content:encoded>
		</item>
	</channel>
</rss>