how to make a very fast car stable????
3 posters
RigidChips :: Rigid-Chips :: Tutorials :: Request a Tutorial
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how to make a very fast car stable????
please i need to know how to make a car stable when its traveling faster than 500 kph its jigs about and tends to turn by its self so somebody tell me how to make it as stable as possable heres the car below its the red bull X 2011 proto from gt5 it gets to a high speed then it has a mind of its own (NOTE U WILL NEED A LONG FLAT MAP TO TEST IT PROPERLY)
- Code:
// [RCD]
Val
{
GO(default=0, min=-200, max=80000, step=80000)
STEER(default=0, min=-20, max=20, step=2.5)
}
Key
{
0:GO(step=500)
1:GO(step=-500)
2:STEER(step=0.5)
3:STEER(step=-0.5)
}
Body
{
Core() {
N:Chip() {
N:Chip() {
N:Chip() {
N:Chip() {
E:Frame(angle=60) {
E:Chip(angle=120) {
E:Frame(angle=45, option=1) {
E:Frame(angle=-45, option=1) {
S:Frame(option=1) {
E:Frame(option=1) {
E:RudderF(angle=STEER, option=1) {
E:Wheel(angle=-90, color=#242424, effect=3) { }
}
}
}
}
}
W:Rudder(angle=-12) {
W:Chip() {
W:RudderF(angle=12) {
N:Cowl(angle=110, color=#242424) {
E:Cowl(angle=90, option=4, color=#242424) { }
W:Cowl(angle=90, option=3, color=#242424) { }
N:Cowl(angle=60, color=#FF0000) {
N:Cowl(angle=60, color=#FFFF00) {
E:Cowl(angle=90, option=3, color=#4E4E4E) { }
W:Cowl(angle=90, option=4, color=#000000) { }
}
E:Cowl(angle=90, color=#4E4E4E) { }
W:Cowl(angle=90, color=#000000) { }
}
}
S:Cowl(option=1) {
S:Cowl() {
S:Cowl(angle=160, color=#242424) {
S:Cowl(angle=-20) { }
}
W:Cowl(angle=170, option=#000000, color=#000000) { }
E:Cowl(angle=170) { }
}
S:Cowl() {
S:Cowl(color=#242424) {
S:Cowl(option=3, color=#242424) {
N:Cowl(angle=10, color=#242424) {
N:Cowl(angle=20, color=#242424) {
E:Cowl(angle=-150, color=#242424) { }
N:Cowl(angle=-5, option=#000000, color=#242424) {
E:Cowl(angle=-90, color=#4E4E4E) { }
W:Cowl(angle=-90, color=#242424) { }
}
}
}
}
}
}
}
}
}
}
}
}
W:Frame(angle=60) {
W:Chip(angle=120) {
E:Rudder(angle=12) {
E:Chip() {
E:RudderF(angle=-12) {
N:Cowl(angle=110, color=#242424) {
E:Cowl(angle=90, option=4, color=#242424) { }
N:Cowl(angle=60, color=#FF0000) {
N:Cowl(angle=60, color=#FFFF00) {
E:Cowl(angle=90, option=3, color=#242424) { }
}
E:Cowl(angle=90, color=#242424) { }
W:Cowl(angle=90, color=#242424) { }
}
}
S:Cowl(option=1) {
S:Cowl() {
S:Cowl(angle=160, option=#242424, color=#242424) {
S:Cowl(angle=-20, color=#242424) {
E:Cowl(angle=90, option=3, color=#000000) { }
}
}
E:Cowl(angle=170, color=#242424) {
W:Cowl(angle=-175, color=#242424) { }
}
W:Cowl(angle=170, color=#242424) { }
S:Cowl(color=#242424) {
S:Cowl(option=4, color=#242424) {
N:Cowl(angle=10, option=#242424, color=#242424) {
N:Cowl(angle=20, color=#242424) {
E:Cowl(angle=-150, color=#242424) { }
N:Cowl(angle=-5, option=#000000, color=#242424) {
E:Cowl(angle=-90, color=#242424) { }
}
}
}
}
}
}
}
}
}
}
W:Frame(angle=45, option=1) {
W:Frame(angle=-45, option=1) {
S:Frame(option=1) {
W:Frame(option=1) {
W:RudderF(angle=STEER, option=1) {
W:Wheel(angle=-90, color=#242424, effect=3) { }
}
}
}
}
}
}
}
N:Cowl(angle=140) {
N:Cowl(angle=30) { }
}
N:Cowl() {
N:Cowl(angle=-170) {
N:Cowl(effect=#70FB) {
N:Cowl(angle=-3, effect=#70FB) {
N:Cowl(effect=#70FB) {
N:Cowl(angle=-3, effect=#70FB) {
N:Cowl(effect=#70FB) {
N:Cowl(angle=-4, effect=#70FB) {
W:Cowl(angle=-55) {
S:Cowl(angle=-12) { }
}
E:Cowl(angle=-55) {
S:Cowl(angle=-12) { }
}
}
W:Cowl(angle=-65) {
S:Cowl(angle=-12) { }
}
E:Cowl(angle=-65) {
S:Cowl(angle=-12) { }
}
}
W:Cowl(angle=-80) { }
E:Cowl(angle=-80) { }
}
W:Cowl(angle=-85) {
S:Cowl() { }
}
E:Cowl(angle=-85) { }
}
W:Cowl(angle=-90) { }
E:Cowl(angle=-90) { }
}
W:Cowl(angle=-90) { }
E:Cowl(angle=-90) { }
}
}
}
}
E:Cowl(angle=90, color=#242424) {
N:Cowl(option=4, color=#242424) { }
S:Cowl(angle=-7, color=#242424) {
E:Cowl(angle=90) { }
S:Cowl(angle=-7, color=#242424) {
E:Cowl(angle=90) {
S:Cowl() { }
}
S:Cowl(angle=-13, color=#242424) {
S:Cowl(angle=-26, color=#242424) {
S:Cowl(angle=-26, color=#242424) {
S:Cowl(angle=30, color=#242424) {
S:Cowl(angle=50, color=#242424) {
E:Cowl(angle=90) {
S:Cowl() {
E:Cowl() {
N:Cowl() { }
E:Cowl() {
E:Cowl() {
N:Cowl() { }
}
}
}
}
}
W:Cowl(angle=90) { }
S:Cowl() {
S:Cowl() {
S:Cowl() {
W:Cowl(angle=90) { }
}
W:Cowl(angle=90) { }
}
W:Cowl(angle=90) {
S:Cowl(angle=-30) {
E:Cowl(angle=90) { }
S:Cowl(angle=30) {
S:Cowl(angle=30) {
E:Cowl(angle=90) { }
W:Cowl(angle=20) {
W:Cowl() {
S:Cowl(angle=90, option=4) { }
}
S:Cowl(angle=90) { }
}
S:Cowl(angle=90) { }
}
E:Cowl(angle=90) { }
W:Cowl(angle=20) {
W:Cowl() {
W:Cowl(angle=40) {
W:Cowl(angle=-60) {
N:Cowl(angle=-3) {
N:Cowl(angle=3) {
E:Cowl() { }
W:Cowl() {
S:Cowl() {
W:Cowl() {
W:Cowl(option=3) { }
}
}
}
}
E:Cowl() {
E:Cowl() {
E:Cowl(option=4) { }
S:Cowl(angle=-3) { }
}
}
}
E:Cowl() { }
W:Cowl() { }
}
S:Cowl(angle=50, option=4) { }
N:Cowl(angle=-90) { }
}
}
}
}
W:Cowl(angle=20) { }
}
}
}
}
E:Cowl(angle=90) { }
W:Cowl(angle=90) { }
}
E:Cowl(angle=90) { }
W:Cowl(angle=90) {
N:Cowl() { }
}
}
E:Cowl(angle=90) { }
W:Cowl(angle=90) {
N:Cowl(angle=90) { }
N:Cowl() { }
}
}
E:Cowl(angle=90) { }
W:Cowl(angle=90) {
S:Cowl() { }
}
}
W:Cowl(angle=90) { }
}
W:Cowl(angle=90) { }
}
}
W:Cowl(angle=90) {
N:Cowl(option=3, color=#242424) { }
W:Cowl(angle=90) { }
S:Cowl(angle=-7, color=#242424) {
W:Cowl(angle=90) { }
S:Cowl(angle=-7, color=#242424) {
W:Cowl(angle=90) {
S:Cowl() { }
}
S:Cowl(angle=-13, color=#242424) {
S:Cowl(angle=-26, color=#242424) {
S:Cowl(angle=-26, color=#242424) {
S:Cowl(angle=30, color=#242424) {
S:Cowl(angle=50, color=#242424) {
W:Cowl(angle=90) {
W:Cowl() {
S:Cowl() {
W:Cowl() {
W:Cowl() { }
N:Cowl() {
E:Cowl() {
W:Cowl() {
W:Cowl() { }
}
}
}
}
}
}
S:Cowl() {
E:Cowl(angle=90, color=#242424) {
E:Cowl(angle=90) {
S:Cowl(angle=-30) {
S:Cowl(angle=30) {
S:Cowl(angle=30) {
W:Cowl(angle=90, color=#242424) { }
E:Cowl(angle=20) {
E:Cowl() {
S:Cowl(angle=90, option=3) { }
}
S:Cowl(angle=90) { }
}
S:Cowl(angle=90) { }
}
W:Cowl(angle=90, color=#242424) { }
E:Cowl(angle=20) {
E:Cowl() {
E:Cowl(angle=40) {
W:Cowl(angle=50) { }
S:Cowl(angle=50, option=3) { }
N:Cowl(angle=-90) { }
}
}
}
}
W:Cowl(angle=90, color=#242424) { }
E:Cowl(angle=20) {
E:Cowl() { }
}
}
}
S:Cowl(color=#242424) {
S:Cowl(option=#242424, color=#242424) {
E:Cowl(angle=90) { }
}
E:Cowl(angle=90) { }
}
}
}
}
E:Cowl(angle=90) { }
}
W:Cowl(angle=90) { }
E:Cowl(angle=90) { }
}
W:Cowl(angle=90) { }
E:Cowl(angle=90, option=#242424) {
N:Cowl(color=#242424) { }
}
}
W:Cowl(angle=90) { }
E:Cowl(angle=90, color=#242424) { }
}
W:Cowl(angle=90) { }
E:Cowl(angle=90) {
S:Cowl() { }
}
}
E:Cowl(angle=90) { }
}
E:Cowl(angle=90) { }
}
}
}
}
W:RudderF(angle=27) {
W:TrimF(angle=10) {
W:Chip() {
W:Cowl(option=3) { }
E:Chip() {
E:Chip() { }
}
}
}
}
E:RudderF(angle=-27) {
E:TrimF(angle=-10) {
E:Chip() {
E:Cowl(option=4) { }
W:Chip() {
W:Chip() { }
}
}
}
}
}
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
S:Chip() {
E:Chip(angle=7) {
E:Chip(angle=-7) {
E:Rudder() {
E:Wheel(angle=90, power=GO, option=1, effect=4) { }
}
E:Frame() {
E:Frame(angle=-90, option=1) {
E:Frame(option=1) {
S:TrimF(angle=90, option=1) {
E:TrimF(angle=10) {
E:Chip() {
W:Chip() { }
E:Chip() {
E:Chip() { }
}
}
W:Cowl(angle=-50) { }
}
}
S:Frame(option=1) { }
E:Frame(angle=-90, option=1) {
E:TrimF(angle=10, option=1) {
E:Chip() {
W:Chip() {
W:Chip() { }
}
}
}
}
}
}
}
S:Cowl(option=4) {
E:Cowl() {
E:Cowl(angle=-90) {
E:Cowl() {
N:Cowl() {
E:Cowl(option=3) {
S:Cowl() { }
}
}
}
}
}
}
}
}
W:Chip(angle=7) {
W:Chip(angle=-7) {
W:Rudder() {
W:Wheel(angle=90, power=-GO, option=1, effect=4) { }
}
W:Frame() {
W:Frame(angle=-90, option=1) {
W:Frame(option=1) {
W:Frame(angle=-90, option=1) {
W:TrimF(angle=-10, option=1) {
E:Chip() {
W:Chip() {
W:Chip() {
W:Chip() { }
}
}
}
}
}
S:TrimF(angle=90, option=1) {
E:TrimF(angle=-10) {
E:Chip() {
W:Chip() { }
E:Chip() { }
}
W:Cowl(angle=50, color=#242424) { }
}
}
S:Frame(option=1) { }
}
}
}
S:Cowl(option=3) {
W:Cowl() {
W:Cowl(angle=-90, color=#242424) {
W:Cowl(option=#242424, color=#242424) {
W:Cowl(color=#242424) {
N:Cowl(option=3, color=#242424) { }
}
N:Cowl(option=#242424, color=#242424) { }
}
}
}
}
}
}
W:Cowl() {
W:Cowl() {
W:Cowl() {
N:Cowl() {
E:Cowl() {
E:Cowl() { }
}
}
}
}
}
S:Jet(angle=90, power=-GO) { }
}
E:Cowl() {
E:Cowl() {
E:Cowl() { }
}
S:Cowl() {
E:Cowl() {
E:Cowl() { }
}
}
}
}
W:Cowl() {
W:Cowl() {
W:Cowl() {
N:Cowl() {
E:Cowl() {
E:Cowl() {
E:Cowl() {
E:Cowl() {
E:Cowl() {
E:Cowl() { }
}
}
}
}
E:Cowl(angle=-55) {
E:Cowl(angle=-10) {
E:Cowl(angle=65) {
E:Cowl(angle=65) {
E:Cowl(angle=-10) {
N:Cowl(angle=20) {
N:Cowl() { }
W:Cowl(angle=45) {
S:Cowl(option=3) { }
}
}
S:Cowl(angle=10) {
S:Cowl(angle=10) { }
}
}
N:Cowl(angle=130) { }
S:Cowl(angle=70) {
E:Cowl() { }
}
}
S:Cowl(angle=50) {
S:Cowl(angle=-20) {
S:Cowl(angle=-20) {
S:Cowl() {
E:Cowl(angle=40) { }
W:Cowl(angle=40) { }
}
E:Cowl(angle=40) { }
W:Cowl(angle=40) { }
}
E:Cowl(angle=40) { }
W:Cowl(angle=40) { }
}
W:Cowl(angle=70) { }
E:Cowl(angle=70) { }
}
}
N:Cowl(angle=130) { }
S:Cowl(angle=70) {
W:Cowl() { }
}
}
N:Cowl(angle=20) {
N:Cowl() { }
E:Cowl(angle=45) {
S:Cowl(option=4) { }
}
}
S:Cowl(angle=10) {
S:Cowl(angle=10) { }
}
}
}
}
}
}
}
E:Cowl() {
E:Cowl() {
E:Cowl() { }
}
}
}
W:Cowl() { }
}
W:Cowl() { }
W:Chip(angle=-90) {
S:Chip() {
W:Chip() { }
}
}
E:Chip(angle=-90) {
S:Chip() {
E:Chip() { }
}
}
}
E:Chip(angle=-90) { }
W:Chip(angle=-90) { }
}
}
redbullx2011- Car
- Posts : 5
Join date : 2013-03-22
Re: how to make a very fast car stable????
Alas, I am not self-certified in this department, as none of my cars go over 120 km/h.
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: how to make a very fast car stable????
Here is a recipe I use on my cars with satisfying results -although not perfect:
Airflow independent devices
1 - Add weight to the rear
2 - Wheels should be tilted down outward
Airflow dependent devices
1 - High downforce to the rear
2 - Vertical stabilisers
Bare in mind that any stabilising device will make the vehicle, whatever the nature, harder to steer; you could use variable geometry.
Here is a chassis I have made, the LAMB Iota Mk I, which can reach the game speed limit. It incorporates all of which I have written above here.
Instructions are in game, feel free to reverse-engineer any system you need.
PS: Your model is Massive!
Airflow independent devices
1 - Add weight to the rear
2 - Wheels should be tilted down outward
Airflow dependent devices
1 - High downforce to the rear
2 - Vertical stabilisers
Bare in mind that any stabilising device will make the vehicle, whatever the nature, harder to steer; you could use variable geometry.
Here is a chassis I have made, the LAMB Iota Mk I, which can reach the game speed limit. It incorporates all of which I have written above here.
Instructions are in game, feel free to reverse-engineer any system you need.
- Code:
Val
{
Brake(default=0,min=0,max=380,step=380,disp=0)
HBrake(default=0,min=0,max=500,step=500,disp=0)
HandleF(default=0,min=-45,max=45,step=5,disp=0)
HandleR(default=0,min=-36,max=36,step=5,disp=0)
Engine(default=0,min=-40000,max=40000,disp=0)
Flout(default=0,min=0,max=40000,step=40000,disp=0)
Smoke(default=1,min=1,max=3, step=1,disp=0)
Exhaust(default=0, min=0, max=100, step=100,disp=0)
Gear(default=1, min=0, max=6, step=0,disp=0)
G(default=0, disp=0)
Gs(default=10, disp=0)
Gp(default=0, min=-1000, disp=0)
R(default=100, disp=0)
M(default=1, min=-1, disp=0)
RPR1(disp=0)
RPR2(min=-1000,disp=0)
Stop(default=#9090,step=100000,disp=0)
Stop2(default=#0000,disp=0)
Back(default=#da00,step=100000,disp=0)
BAck2(default=#0000,disp=0)
ABESSE(default=0, min=0, max=1,disp=0)
ASR(disp=0)
FSpoil(default=5, min=5, max=45,disp=0)
RSpoil(default=7, min=2, max=45,disp=0)
TreP(default=0, min=0, max=2,disp=0)
Vpar(default=0,disp=1)
Ccontr(default=0,disp=0)
Timer(default=0,disp=0)
Ex1(default=0,disp=0)
Ex2(default=0,disp=0)
Ex3(default=0,disp=0)
Ex4(default=0,disp=0)
ExP(default=0,disp=0)
SPR(disp=0)
DMP(disp=0)
Int(default=#604000, disp=0)
Col1(default=#800507, disp=0)
Col1C(default=#353535, disp=0)
Col2(default=#020520, disp=0)
Col2C(default=#041040, disp=0)
Extr(default=#000000, disp=0)
Combat(default=1, disp=0)
SpoilF(default=-180, min=-180,max=-170, disp=0)
SpoilR(default=-150, min=-180, max=-120, disp=1)
FPM(default=-150, min=-180, disp=1)
}
Key
{
0:Flout(step=1000)
2:HandleR(step=-2)
3:HandleR(step=2)
7:Brake(step=70),HBrake(step=80)
9:HBrake(step=100)
}
Body {
Core(){
N:Frame(angle=180, option=1){N:Frame(angle=-170, option=1){N:Frame(angle=80, option=1){N:Frame(angle=-90, option=1){
N:Cowl(color=Extr){}E:Cowl(color=Extr){}W:Cowl(color=Extr){}
E:Cowl(angle=-120, option=1){E:Cowl(angle=120, option=1){E:Cowl(option=1){N:Cowl(angle=60, option=4, color=Col1){}
E:Cowl(angle=120, color=Col1){N:Cowl(angle=10, option=3, color=Col1){}}
N:Cowl(angle=-25, color=Col1){W:Cowl(angle=89, option=5, color=Col1){}
N:Cowl(angle=22, color=Col1){W:Cowl(angle=89, color=Col1){}
N:Cowl(angle=30, color=Col1){W:Cowl(angle=89, option=5, color=Col1){}}}}}}}
W:Cowl(angle=-120, option=1){W:Cowl(angle=120, option=1){W:Cowl(option=1){N:Cowl(angle=60, option=3, color=Col1){}
W:Cowl(angle=120, color=Col1){N:Cowl(angle=10, option=4, color=Col1){}}
N:Cowl(angle=-25, color=Col1){E:Cowl(angle=89, option=5, color=Col1){}
N:Cowl(angle=22, color=Col1){E:Cowl(angle=89, color=Col1){}
N:Cowl(angle=30, color=Col1){E:Cowl(angle=89, option=5, color=Col1){}}}}}}}
N:Frame(option=1){
N:Cowl(color=Extr){}E:Cowl(color=Extr){}W:Cowl(color=Extr){}
E:Cowl(angle=-120, option=1){E:Cowl(angle=120, color=Col2){}}
W:Cowl(angle=-120, option=1){W:Cowl(angle=120, color=Col2){}}
N:Frame(option=1){
E:Cowl(color=Extr){}W:Cowl(color=Extr){}
E:Cowl(angle=-120, option=1){E:Cowl(angle=120, color=Col2){
S:Cowl(angle=-20, effect=#a000){S:Cowl(effect=#a000){
S:Cowl(angle=20, color=col2){S:Cowl(angle=10, color=Col2){E:Cowl(color=Col1){E:Cowl(angle=110, option=4, effect=#a000){}}
S:Cowl(effect=#a000){
S:Cowl(color=Col2){
S:Cowl(color=col2){E:Cowl(angle=10, option=4, color=Col1){}}}}}}
E:Cowl(effect=#a000){
E:Cowl(angle=110, effect=#a000){}
N:Cowl(angle=-20, option=5, effect=#a000){W:Cowl(angle=20, option=3, effect=#a000){N:Cowl(angle=20, option=5, color=Col2){}}}
S:Cowl(angle=20, color=Col1){E:Cowl(angle=110, effect=#a000){}}}}}}}
W:Cowl(angle=-120, option=1){W:Cowl(angle=120, color=Col2){
S:Cowl(angle=-20, effect=#a000){S:Cowl(effect=#a000){
S:Cowl(angle=20, color=col2){S:Cowl(angle=10, color=Col2){W:Cowl(color=Col1){W:Cowl(angle=110, option=3, effect=#a000){}}
S:Cowl(effect=#a000){
S:Cowl(color=Col2){
S:Cowl(color=col2){W:Cowl(angle=10, option=3, color=Col1){}}}}}}
W:Cowl(effect=#a000){
W:Cowl(angle=110, effect=#a000){}
N:Cowl(angle=-20, option=5, effect=#a000){E:Cowl(angle=20, option=4, effect=#a000){N:Cowl(angle=20, option=5, color=Col2){}}}
S:Cowl(angle=20, color=Col1){W:Cowl(angle=110, effect=#a000){}}}}}}}
N:Cowl(color=Extr){
E:Cowl(color=Extr){}W:Cowl(color=Extr){}
E:Cowl(angle=-120, option=1){E:Cowl(angle=120, color=Col2){N:Cowl(angle=20, color=Col2){N:Cowl(angle=150, color=#303030){}}
N:Cowl(angle=120, color=Extr){N:Cowl(angle=-135, color=Col2){N:Cowl(angle=-140, color=#303030){}}}
E:Cowl(option=4, color=Col1){N:Cowl(angle=20, color=Col1){N:Cowl(angle=150, color=#303030){}
N:Cowl(angle=140, color=#ffff00, effect=#a000){}
E:Cowl(angle=121, option=3, color=Col1){}}
N:Cowl(angle=120, color=Col1){E:Cowl(angle=-90, option=3, color=Col1){}
N:Cowl(angle=-135, color=Col1){N:Cowl(angle=-155, option=5, color=#303030){}
E:Cowl(angle=-149, option=4, color=Col1){}}}}}}
W:Cowl(angle=-120, option=1){W:Cowl(angle=120, color=Col2){N:Cowl(angle=20, color=Col2){N:Cowl(angle=150, color=#303030){}}
N:Cowl(angle=120, color=Extr){N:Cowl(angle=-135, color=Col2){N:Cowl(angle=-140, color=#303030){}}}
W:Cowl(option=3, color=Col1){N:Cowl(angle=20, color=Col1){N:Cowl(angle=150, color=#303030){}
N:Cowl(angle=140, color=#ffff00, effect=#a000){}
W:Cowl(angle=121, option=4, color=Col1){}}
N:Cowl(angle=120, color=Col1){W:Cowl(angle=-90, option=4, color=Col1){}
N:Cowl(angle=-135, color=Col1){N:Cowl(angle=-155, color=#303030){}W:Cowl(angle=-149, option=3, color=Col1){}}}}}}}
N:Chip(angle=SpoilF, color=Extr){E:Chip(color=Extr){}W:Chip(color=Extr){}}
E:Frame(option=1){E:RudderF(angle=HandleR, option=1){N:Frame(angle=180, spring=SPR, damper=DMP, option=1){
W:Wheel(angle=85, brake=BRake, option=1, effect=3, color=0){}}}}
W:Frame(option=1){W:RudderF(angle=HandleR, option=1){N:Frame(angle=180, spring=SPR, damper=DMP, option=1){
E:Wheel(angle=85, brake=BRake, option=1, effect=3, color=0){}}}}}}
S:Weight(option=5, color=Extr){
N:Cowl(color=Extr){}E:Cowl(color=Extr){}W:Cowl(color=Extr){}
E:Cowl(angle=-120, option=1){E:Cowl(angle=120, option=1){E:Cowl(option=1){S:Cowl(angle=60, option=3, color=Col1){}
E:Cowl(angle=120, color=Col1){S:Cowl(angle=10, option=4, color=Col1){}}
S:Cowl(angle=-30, color=Col1){W:Cowl(angle=89, color=Col1){}
S:Cowl(angle=30, color=Col1){W:Cowl(angle=89, color=Col1){}
S:Cowl(angle=20, color=Col1){W:Cowl(angle=89, color=Col1){}S:Cowl(angle=90, color=Col1){E:Cowl(angle=90, option=4, color=col1){}}}}}}}}
W:Cowl(angle=-120, option=1){W:Cowl(angle=120, option=1){W:Cowl(option=1){S:Cowl(angle=60, option=4, color=Col1){}
W:Cowl(angle=120, color=Col1){S:Cowl(angle=10, option=3, color=Col1){}}
S:Cowl(angle=-30, color=Col1){E:Cowl(angle=89, color=Col1){}
S:Cowl(angle=30, color=Col1){E:Cowl(angle=89, color=Col1){}
S:Cowl(angle=20, color=Col1){E:Cowl(angle=89, color=Col1){}S:Cowl(angle=90, color=Col1){W:Cowl(angle=90, option=3, color=col1){}}}}}}}}
S:Weight(option=9, color=Extr){
E:Cowl(color=Extr){}W:Cowl(color=Extr){}
S:Weight(option=9, color=Extr){
E:Cowl(color=Extr){}W:Cowl(color=Extr){}
S:Cowl(color=Extr){E:Cowl(color=Extr){}W:Cowl(color=Extr){}}
E:Cowl(angle=-120, option=1){E:Cowl(angle=120, color=Col2){S:Cowl(color=Col2){
E:Cowl(option=3, color=Col1){E:Cowl(angle=120, option=3, color=Col1){}}
S:Cowl(color=Col2){
E:Cowl(color=Col1){N:Cowl(angle=-20, color=Col1){}E:Cowl(angle=120, option=4, color=Col1){}
S:Cowl(angle=120, color=Col1){S:Cowl(angle=-179, option=5, color=0){}
S:Cowl(angle=-178, option=2, color=#ff0000, effect=Stop){}
E:Cowl(angle=120, option=3, color=Col1){}}}S:Cowl(angle=120, color=Col2){
S:Cowl(angle=60, color=Extr){E:Cowl(color=Extr){}}}}}}}
W:Cowl(angle=-120, option=1){W:Cowl(angle=120, color=Col2){S:Cowl(color=Col2){
W:Cowl(option=4, color=Col1){W:Cowl(angle=120, option=4, color=Col1){}}
S:Cowl(color=Col2){
W:Cowl(color=Col1){N:Cowl(angle=-20, color=Col1){}W:Cowl(angle=120, option=3, color=Col1){}
S:Cowl(angle=120, color=Col1){S:Cowl(angle=-179, option=5, color=0){}
S:Cowl(angle=-178, option=2, color=#ff0000, effect=Stop){}
W:Cowl(angle=120, option=4, color=Col1){}}}S:Cowl(angle=120, color=Col2){S:Cowl(angle=-177, option=2, color=#ffffff, effect=Back){}
S:Cowl(angle=60, color=Extr){W:Cowl(color=Extr){}}}}}}}
E:Chip(angle=-60, color=Extr){}W:Chip(angle=-60, color=Extr){}
N:Chip(angle=SPoilR, color=Extr){E:Chip(color=Extr){}W:Chip(color=Extr){}}
E:Frame(option=1){N:Frame(angle=175, spring=SPR, damper=DMP, option=1){
E:Wheel(angle=95, power=Engine, brake=HBrake, option=1, effect=4, color=0){}}}
W:Frame(option=1){N:Frame(angle=175, spring=SPR, damper=DMP, option=1){
W:Wheel(angle=95, power=-Engine, brake=HBrake, option=1, effect=4, color=0){}}}}}}
}}}}
}}
Script
{
print 0,"Thanks for choosing a LAMB Product"
print 1,"Arrow keys to steer and accelerate"
print 2,"W/S to shift gears"
print 3,"A/D to brake (D is rear wheels only)"
print 4,"C to toggle Display"
print 5,"G toggles ABS, B toggles ASR"
print 7,"Use ASR when driving this for the first time"
print 8,"Memorise these instructions, then switch off script messages to enjoy a better gaming experience"
SPR=3/7
DMP=1/3
Vpar=_VEL()
if _KEY(7)>(0){
Stop=Stop2}
SpoilF=-180+_ABS(HandleR)/9+Brake/10
SpoilR=SpoilR+(FPM-SPoilR)/(1+_ABS(FPM-SpoilR))+Brake/10
ABESSE=_MOD(ABESSE+_KEYDOWN(13),2)
ASR=_MOD(ASR+_KEYDOWN(11),2)
if ABESSE=(1){
print 4,"ABS ON"}
if ABESSE=(1) & Brake>130 & HBrake>70{
Brake=0
HBrake=0}
if _ABS(Engine)>(0){
Exhaust=100}
if _ABS(Engine)=(0){
Exhaust=0}
Gear=_MOD(Gear+_KEYDOWN(15)-_KEYDOWN(8),7)
if _VEL()<=(RPR1*9/8){
Engine=Flout*M/(1+_POW(G-_VEL(),2)/R)}
if _VEL()>(RPR1*9/8){
Engine=Flout*M/(1+_POW(G-_VEL(),2))}
if Gear=(0){
Back=Back2
M=-1/(1+ASR)
FPM=-180
G=0
Gs=20
Gp=-100
R=100}
if Gear=(1){
M=11/10/(1+ASR)
FPM=-150
G=0
Gs=20
Gp=-100
R=100}
if Gear=(2){
M=11/10/(1+ASR)
FPM=-150
G=20
Gs=40
Gp=0
R=100}
if Gear=(3){
M=11/10-ASR/3
FPM=-160
G=40
Gs=60
Gp=20
R=100}
if Gear=(4){
M=11/10-ASR/3
FPM=-170
G=60
Gs=90
Gp=40
R=120}
if Gear=(5){
M=11/10
FPM=-175
G=90
Gs=130
Gp=60
R=150}
if Gear=(6){
FPM=-180
M=11/10
G=130
Gs=160
Gp=90
R=150}
RPR1=(Gs+G)/2
RPR2=(Gp+G)/2
if _VEL()>RPR1 & Gear>(0) & Gear<(6){
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-1/40,1/4)
blerf=_LINE2D(-1/40,1/2)
blerf=_LINE2D(-1/20,7/16)
blerf=_LINE2D(1/20,7/16)
blerf=_LINE2D(1/40,1/2)
blerf=_LINE2D(1/40,1/4)
blerf=_MOVE2D(0,1/4)
blerf=_LINE2D(0,1/2)}
if _VEL()<RPR2 & Gear>(0){
blerf=_SETCOLOR(#aaaa00)
blerf=_MOVE2D(-1/40,1/2)
blerf=_LINE2D(-1/40,1/4)
blerf=_LINE2D(-1/20,5/16)
blerf=_LINE2D(1/20,5/16)
blerf=_LINE2D(1/40,1/4)
blerf=_LINE2D(1/40,1/2)
blerf=_MOVE2D(0,1/4)
blerf=_LINE2D(0,1/2)}
Combat=_MOD(Combat+_KEYDOWN(6),2)
if Combat>(0){
VMes=_TORAD(_VEL()/14*18)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(11/20,9/10)
blerf=_LINE2D(-11/20,9/10)
blerf=_MOVE2D(9/20*_COS(_PI()/10),9/10-9/20*_SIN(_PI()/10))
blerf=_LINE2D(11/20*_COS(_PI()/10),9/10-11/20*_SIN(_PI()/10))
blerf=_MOVE2D(9/20*_COS(_PI()/5),9/10-9/20*_SIN(_PI()/5))
blerf=_LINE2D(11/20*_COS(_PI()/5),9/10-11/20*_SIN(_PI()/5))
blerf=_MOVE2D(9/20*_COS(3*_PI()/10),9/10-9/20*_SIN(3*_PI()/10))
blerf=_LINE2D(11/20*_COS(3*_PI()/10),9/10-11/20*_SIN(3*_PI()/10))
blerf=_MOVE2D(9/20*_COS(2*_PI()/5),9/10-9/20*_SIN(2*_PI()/5))
blerf=_LINE2D(11/20*_COS(2*_PI()/5),9/10-11/20*_SIN(2*_PI()/5))
blerf=_MOVE2D(9/20*_COS(_PI()/2),9/10-9/20*_SIN(_PI()/2))
blerf=_LINE2D(11/20*_COS(_PI()/2),9/10-11/20*_SIN(_PI()/2))
blerf=_MOVE2D(9/20*_COS(3*_PI()/5),9/10-9/20*_SIN(3*_PI()/5))
blerf=_LINE2D(11/20*_COS(3*_PI()/5),9/10-11/20*_SIN(3*_PI()/5))
blerf=_MOVE2D(9/20*_COS(7*_PI()/10),9/10-9/20*_SIN(7*_PI()/10))
blerf=_LINE2D(11/20*_COS(7*_PI()/10),9/10-11/20*_SIN(7*_PI()/10))
blerf=_MOVE2D(9/20*_COS(4*_PI()/5),9/10-9/20*_SIN(4*_PI()/5))
blerf=_LINE2D(11/20*_COS(4*_PI()/5),9/10-11/20*_SIN(4*_PI()/5))
blerf=_MOVE2D(9/20*_COS(9*_PI()/10),9/10-9/20*_SIN(9*_PI()/10))
blerf=_LINE2D(11/20*_COS(9*_PI()/10),9/10-11/20*_SIN(9*_PI()/10))
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(0,9/10)
blerf=_LINE2D(-1/8*_COS(Vmes+_PI()/36),9/10-1/8*_SIN(Vmes+_PI()/36))
blerf=_LINE2D(-1/2*_COS(Vmes),9/10-1/2*_SIN(Vmes))
blerf=_LINE2D(-1/8*_COS(Vmes-_PI()/36),9/10-1/8*_SIN(Vmes-_PI()/36))
blerf=_LINE2D(0,9/10)
RPM=_TORAD(_VEL()/(1+RPR1)*320)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(3/2,0)
blerf=_LINE2D(3/2,-1/4)
blerf=_LINE2D(3/2-1/4*_SIN(_PI()/10),-1/4*_COS(_PI()/10))
blerf=_LINE2D(3/2-1/4*_SIN(_PI()/5),-1/4*_COS(_PI()/5))
blerf=_LINE2D(3/2-1/4*_SIN(3*_PI()/10),-1/4*_COS(3*_PI()/10))
blerf=_LINE2D(3/2-1/4*_SIN(2*_PI()/5),-1/4*_COS(2*_PI()/5))
blerf=_LINE2D(3/2-1/4*_SIN(_PI()/2),-1/4*_COS(_PI()/2))
blerf=_LINE2D(3/2-1/4*_SIN(3*_PI()/5),-1/4*_COS(3*_PI()/5))
blerf=_LINE2D(3/2-1/4*_SIN(7*_PI()/10),-1/4*_COS(7*_PI()/10))
blerf=_LINE2D(3/2-1/4*_SIN(4*_PI()/5),-1/4*_COS(4*_PI()/5))
blerf=_LINE2D(3/2-1/4*_SIN(9*_PI()/10),-1/4*_COS(9*_PI()/10))
blerf=_LINE2D(3/2-1/4*_SIN(_PI()),-1/4*_COS(_PI()))
blerf=_LINE2D(3/2+1/4*_SIN(9*_PI()/10),-1/4*_COS(9*_PI()/10))
blerf=_LINE2D(3/2+1/4*_SIN(4*_PI()/5),-1/4*_COS(4*_PI()/5))
blerf=_LINE2D(3/2+1/4*_SIN(7*_PI()/10),-1/4*_COS(7*_PI()/10))
blerf=_LINE2D(3/2+1/4*_SIN(3*_PI()/5),-1/4*_COS(3*_PI()/5))
blerf=_LINE2D(3/2+1/4*_SIN(_PI()/2),-1/4*_COS(_PI()/2))
blerf=_LINE2D(3/2+1/4*_SIN(2*_PI()/5),-1/4*_COS(2*_PI()/5))
blerf=_SETCOLOR(#ff0000)
blerf=_LINE2D(3/2+1/4*_SIN(3*_PI()/10),-1/4*_COS(3*_PI()/10))
blerf=_LINE2D(3/2+1/4*_SIN(_PI()/5),-1/4*_COS(_PI()/5))
blerf=_LINE2D(3/2+1/4*_SIN(_PI()/10),-1/4*_COS(_PI()/10))
blerf=_LINE2D(3/2,-1/4)
BLERF=_setcolor(#ffffff)
blerf=_MOVE2D(3/2,0)
blerf=_LINE2D(3/2-1/16*_SIN(RPM+_PI()/36),-1/16*_COS(RPM+_PI()/36))
blerf=_LINE2D(3/2-1/4*_SIN(RPM),-1/4*_COS(RPM))
blerf=_LINE2D(3/2-1/16*_SIN(RPM-_PI()/36),-1/16*_COS(RPM-_PI()/36))
blerf=_LINE2D(3/2,0)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(7/8,-1/6)
blerf=_LINE2D(7/8,1)
blerf=_LINE2D(17/16,1)
blerf=_LINE2D(17/16,-1/6)
blerf=_LINE2D(7/8,-1/6)
blerf=_MOVE2D(7/8,0)
blerf=_LINE2D(17/16,0)
blerf=_MOVE2D(7/8,1/6)
blerf=_LINE2D(17/16,1/6)
blerf=_MOVE2D(7/8,1/3)
blerf=_LINE2D(17/16,1/3)
blerf=_MOVE2D(7/8,1/2)
blerf=_LINE2D(17/16,1/2)
blerf=_MOVE2D(7/8,2/3)
blerf=_LINE2D(17/16,2/3)
blerf=_MOVE2D(7/8,5/6)
blerf=_LINE2D(17/16,5/6)
blerf=_MOVE2D(57/64,-5/36)
blerf=_LINE2D(57/64,-1/36)
blerf=_LINE2D(15/16,-1/36)
blerf=_LINE2D(15/16,-1/12)
blerf=_LINe2D(57/64,-1/12)
blerf=_LINE2D(15/16,-5/36)
blerf=_MOVE2D(57/64,1/36)
blerf=_LINE2D(57/64,5/36)
blerf=_MOVE2D(57/64,7/36)
blerf=_LINE2D(57/64,11/36)
blerf=_MOVE2D(59/64,7/36)
blerf=_LINE2D(59/64,11/36)
blerf=_MOVE2D(57/64,13/36)
blerf=_LINE2D(57/64,17/36)
blerf=_MOVE2D(59/64,13/36)
blerf=_LINE2D(59/64,17/36)
blerf=_MOVE2D(61/64,13/36)
blerf=_LINE2D(61/64,17/36)
blerf=_MOVE2D(57/64,19/36)
blerf=_LINE2D(57/64,23/36)
blerf=_MOVE2D(59/64,23/36)
blerf=_LINE2D(15/16,19/36)
blerf=_LINE2D(61/64,23/36)
blerf=_MOVE2D(59/64,29/36)
blerf=_LINE2D(15/16,25/36)
blerf=_LINE2D(61/64,29/36)
blerf=_MOVE2D(-63/64,1/36)
blerf=_LINE2D(-60/64,1/36)
blerf=_LINE2D(-60/64,1/12)
blerf=_LINE2D(-63/64,1/12)
blerf=_LINE2D(-63/64,5/36)
blerf=_LINE2D(-60/64,5/36)
blerf=_MOVE2D(57/64,35/36)
blerf=_LINE2D(58/64,31/36)
blerf=_LINE2D(59/64,35/36)
blerf=_MOVE2D(61/64,31/36)
blerf=_LINE2D(61/64,35/36)
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(31/32,(-1+Gear)/6+1/36)
blerf=_LINE2D(67/64,(-1+Gear)/6+1/36)
blerf=_LINE2D(67/64,(-1+Gear)/6+5/36)
blerf=_LINE2D(31/32,(-1+Gear)/6+5/36)
blerf=_LINE2D(31/32,(-1+Gear)/6+1/36)
blerf=_LINE2D(67/64,(-1+Gear)/6+5/36)
blerf=_SETCOLOR(#00ff00)
blerf=_MOVE2D(-13/16,-1/6)
blerf=_LINE2D(-13/16,1/6)
blerf=_LINE2D(-9/8,1/6)
blerf=_LINE2D(-9/8,-1/6)
blerf=_LINE2D(-13/16,-1/6)
blerf=_MOVE2D(-13/16,0)
blerf=_LINE2D(-9/8,0)
blerf=_MOVE2D(-71/64,-5/36)
blerf=_LINE2D(-71/64,-1/18)
blerf=_LINE2D(-35/32,-1/36)
blerf=_LINE2D(-68/64,-1/18)
blerf=_LINE2D(-68/64,-5/36)
blerf=_MOVE2D(-71/64,-1/12)
blerf=_LINE2D(-68/64,-1/12)
blerf=_MOVE2D(-67/64,-5/36)
blerf=_LINE2D(-64/64,-5/36)
blerf=_LINE2D(-64/64,-1/12)
blerf=_LINE2D(-67/64,-1/12)
blerf=_LINE2D(-67/64,-1/36)
blerf=_LINE2D(-64/64,-1/36)
blerf=_MOVE2D(-63/64,-5/36)
blerf=_LINE2D(-63/64,-1/36)
blerf=_LINE2D(-60/64,-1/36)
blerf=_LINE2D(-60/64,-1/12)
blerf=_LINE2D(-63/64,-1/12)
blerf=_LINE2D(-60/64,-5/36)
blerf=_MOVE2D(-71/64,1/36)
blerf=_LINE2D(-71/64,1/9)
blerf=_LINE2D(-35/32,5/36)
blerf=_LINE2D(-68/64,1/9)
blerf=_LINE2D(-68/64,1/36)
blerf=_MOVE2D(-71/64,1/12)
blerf=_LINE2D(-68/64,1/12)
blerf=_MOVE2D(-67/64,1/36)
blerf=_LINE2D(-67/64,5/36)
blerf=_LINE2D(-65/64,5/36)
blerf=_LINE2D(-64/64,1/9)
blerf=_LINE2D(-65/64,1/12)
blerf=_LINE2D(-67/64,1/12)
blerf=_LINE2D(-65/64,1/12)
blerf=_LINE2D(-64/64,1/18)
blerf=_LINE2D(-65/64,1/36)
blerf=_LINE2D(-67/64,1/36)
blerf=_MOVE2D(-63/64,1/36)
blerf=_LINE2D(-60/64,1/36)
blerf=_LINE2D(-60/64,1/12)
blerf=_LINE2D(-63/64,1/12)
blerf=_LINE2D(-63/64,5/36)
blerf=_LINE2D(-60/64,5/36)}
if ABESSE=(1) & Combat>(0){
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(-59/64,1/36)
blerf=_LINE2D(-59/64,5/36)
blerf=_LINE2D(-53/64,5/36)
blerf=_LINE2D(-53/64,1/36)
blerf=_LINE2D(-59/64,1/36)
blerf=_LINE2D(-53/64,5/36)}
if ASR=(1) & Combat>(0){
blerf=_SETCOLOR(#ffffff)
blerf=_MOVE2D(-59/64,-5/36)
blerf=_LINE2D(-59/64,-1/36)
blerf=_LINE2D(-53/64,-1/36)
blerf=_LINE2D(-53/64,-5/36)
blerf=_LINE2D(-59/64,-5/36)
blerf=_LINE2D(-53/64,-1/36)}
}
PS: Your model is Massive!
Echo_Delta_Oscar- Hover
- Posts : 105
Join date : 2011-03-24
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