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CUBE Mod

Mystical

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I've seen some debate on other NR2003 places that different mod that use the same physics type behave differently. Personally I don't beelive its true after having made a mod firsthand and seeing no code evidence that meshes cna alter the physics type of a mod (if say two are using CUP physics they should be the same).

I brought up a literal cube would act the same as the regular cup mod and so here it is:


Ok here it is: CUBE MOD

cube.jpg




The cube model is the only mesh called in the script that is new. The maInterior and maRearview are the regular cup meshes. So in theory this cube should race the exact same as any cup physics mod. The only other difference is maybe the Bounding Box size around the cube but pretty sure NR2003 ignore that and the collision is still the same shape as the cup mod regardless too.

And here is the script I wrote from scratch to add this cube in the game: http://www.simracingdesign.com/atta...138171/?hash=67e8284e1f64339bf166651e67e5b776

For the full breakdown:

Code:
######################################################################################################

######################################################################################################

#

#    Armory Digital Racing Designs © 2020

#

#    CUBE Mod

#

# Created by Mystical

######################################################################################################

######################################################################################################



######################################################################################################

######################################################################################################

#    Initial Loading

######################################################################################################

######################################################################################################


    #load empty mesh

    maEmpty: EMPTY_MESH


    #main bbox

   masterMinMax: BBOX MIN (-3.02300000190735, -0.961000025272369, -0.328999996185303) MAX (2.2260000705719, 0.961000025272369, 0.916000008583069)


    #load scene with 3D Models

    CubeCars:    MESH_GROUP "CUBE_mod.pas" RENAME_MAT (paintjob paintjob)



######################################################################################################

######################################################################################################

#Wheels

######################################################################################################

######################################################################################################


        #############################################

        #No tires

        #############################################


                    maEmpty_tires: EMPTY_MESH



    #############################################

        #Wheels state switches and positions

        #############################################



                            wheelSpeedlf: STATE_SWITCH VAR wheel_speed_0 (0 maEmpty_tires, 1 maEmpty_tires, 2 maEmpty_tires, 3)

                            wheelSpeedrf: STATE_SWITCH VAR wheel_speed_1 (0 maEmpty_tires, 1 maEmpty_tires, 2 maEmpty_tires, 3)

                            wheelSpeedlr: STATE_SWITCH VAR wheel_speed_2 (0 maEmpty_tires, 1 maEmpty_tires, 2 maEmpty_tires, 3)

                            wheelSpeedrr: STATE_SWITCH VAR wheel_speed_3 (0 maEmpty_tires, 1 maEmpty_tires, 2 maEmpty_tires, 3)


                            lfwheelObj: GROUP (wheelSpeedlf)

                            rfwheelObj: GROUP (wheelSpeedrf)

                            lrwheelObj: GROUP (wheelSpeedlr)

                            rrwheelObj: GROUP (wheelSpeedrr)


                            lf_1: TRANSFORM NAME lfwheel POS( 0.0, 0.0, 0.0) ROT(0, 0, 0) lfwheelObj

                            rf_1: TRANSFORM NAME rfwheel POS( 0.0, 0.0, 0.0) ROT(0, 0, 0) rfwheelObj

                            lr_1: TRANSFORM NAME lrwheel POS( 0.0, 0.0, 0.0) ROT(0, 0, 0) lrwheelObj

                            rr_1: TRANSFORM NAME rrwheel POS( 0.0, 0.0, 0.0) ROT(0, 0, 0) rrwheelObj


                            lfgrp0: GROUP (lf_1)

                            rfgrp0: GROUP (rf_1)

                            lrgrp0: GROUP (lr_1)

                            rrgrp0: GROUP (rr_1)


                            lf: TRANSFORM NAME lfwheel POS(1.196, 0.820, -0.065) ROT(0, 0, 0) lfgrp0

                            rf: TRANSFORM NAME rfwheel POS(1.196, -0.820, -0.065) ROT(0, 0, 0) rfgrp0

                            lr: TRANSFORM NAME lrwheel POS(-1.682, 0.820, -0.065) ROT(0, 0, 0) lrgrp0

                            rr: TRANSFORM NAME rrwheel POS(-1.682, -0.820, -0.065) ROT(0, 0, 0) rrgrp0



######################################################################################################

######################################################################################################

#Bounding Boxes

######################################################################################################

######################################################################################################


    #define meshes


    front_box:                        MESH CubeCars front_box

    hood_box:                            MESH CubeCars hood_box

    rear_box:                  MESH CubeCars rear_box

    roof_box:                  MESH CubeCars roof_box

    right_box:                   MESH CubeCars right_box

    left_box:                  MESH CubeCars left_box

    LF_box:                          MESH CubeCars LF_box

    RF_box:                          MESH CubeCars RF_box

    LR_box:                          MESH CubeCars LR_box

    RR_box:                          MESH CubeCars RR_box

    #flap_box:                            MESH CubeCars flap_box



    #define bboxes


    front_bbox:                        BBOX                 front_box

    hood_bbox:                        BBOX                 hood_box

    rear_bbox:                BBOX                 rear_box

    roof_bbox:                BBOX                 roof_box

    right_bbox:                  BBOX                 right_box

    left_bbox:                BBOX                 left_box

    LF_bbox:                      BBOX                 LF_box

    RF_bbox:                      BBOX                 RF_box

    LR_bbox:                      BBOX                 LR_box

    RR_bbox:                      BBOX                 RR_box

    #flap_bbox:                        BBOX                 flap_box



######################################################################################################

######################################################################################################

#Exterior View [Non-damaged]

######################################################################################################

######################################################################################################


  Cube_Car:                    MESH CubeCars THE_CUBE


  Cube_Car_Group:  GROUP   (Cube_Car, lf, rf, lr, rr)



    #############################################

    #Exteriror state switch definition

    #############################################



  #for no damage and make_a_ui output only

  extView: STATE_SWITCH Var carMakeIdx (0 Cube_Car_Group, 1 Cube_Car_Group, 2 Cube_Car_Group, 3 Cube_Car_Group, 4)



######################################################################################################

######################################################################################################

#Interior View

######################################################################################################

######################################################################################################



    maInt: MESH_GROUP "interior.pas" RENAME_MAT (paintjob paintjob)


    # Windshield enable

        window:        MESH maInt glass

        windshield: STATE_SWITCH VAR windshieldEnable (0.0 window, 0.9)

    # Descklid

        deck:        MESH maInt decklid

    # Shifter

        mashift:        MESH maInt shift

        tranShifter: TRANSFORM NAME shifter POS(0.114,-0.006,-0.146) ROT(0,0,0) mashift

    # mirror

        mir:        MESH maInt mirror

        maPort:    MESH maInt revPortal

        mirPort: PORTAL rearView maPort

        mirGroup: GROUP (mirPort,mir)

        rearViewMirror: STATE_SWITCH VAR mirrorFrameEnable (0 mirGroup, 1)

    # steering wheel

        sWheel:        MESH maInt WHEEL

        tranWheel: TRANSFORM NAME steer POS(-0.320,0.391,0.323) ROT(0,0.2,0.2) sWheel

        ssWheel: STATE_SWITCH VAR steeringWheelEnable (0 tranWheel, 0.9)

    # DashPanel

        dashPanel:    MESH maInt panel

    # Tub

        fullTub:    MESH maInt tub

    # Catch

        catch:        MESH maInt windowcatch

    # bars

        bars:        MESH maInt cage

    # Foam

        intFoam:    MESH maInt foam

    # DashIgn

        dashIgn:    MESH maInt dash

    # Netting

    # Netting2

    # Head

        tranHead: TRANSFORM NAME head POS(-0.75,0.4,0.467) ROT(0,0,0) maEmpty

    # Tach

        dayCol:        Mesh maInt TACHDAYCOL

        dayFac:        Mesh maInt TACHDAYFACE

        daySwi:        Mesh maInt TACHDAYSWI

        nightCol:        Mesh maInt TACHNIGHTCOL

        nightFac:        Mesh maInt TACHNIGHTFACE

        nightSwi:        Mesh maInt TACHNIGHTSWI

        TACHDAY: GROUP (dayCol,dayFac,daySwi)

        TACHNIGHT: GROUP (nightCol,nightFac,nightSwi)

        tDaySelf: SELFLIGHTING AMBIENT(0.5,0.5,0.5) TACHDAY

        tNightSelf: SELFLIGHTING AMBIENT(0.85,0.85,0.85) TACHNIGHT

        ssTach: STATE_SWITCH VAR day_night (0 tDaySelf, 1 tNightSelf, 2)

    # pTach

        maPTACH:        MESH maInt ptach

        pTachSelf: SELFLIGHTING AMBIENT(0.7,0.7,0.7) maPTACH

        ssPTach: STATE_SWITCH VAR day_night (0 maPTACH, 1 pTachSelf, 2)

        tranPTACH: TRANSFORM NAME ptach POS(-0.083,0.503,0.329) ROT(0,0.349,0) ssPTach


    # poilp

        maPTELL:        MESH maInt PTELL

        tranPOILP: TRANSFORM NAME poilp POS(0.075,0.411,0.388) ROT(0,0.385,0) maPTELL

    # poilt

        tranPOILT: TRANSFORM NAME poilt POS(0.075,0.337,0.388) ROT(0,0.385,0) maPTELL

    # pfuel

        tranPFUEL: TRANSFORM NAME pfuel POS(0.075,0.488,0.388) ROT(0,0.385,0) maPTELL

    # pwater

        tranPWATER: TRANSFORM NAME pwater POS(0.075,0.262,0.389) ROT(0,0.385,0) maPTELL

    # pvoltage

        tranPVOLTAGE: TRANSFORM NAME pvoltage POS(0.075,-0.021,0.389) ROT(0,0.385,0) maPTELL

    # tachlight

        tLightOff:        MESH maInt TACHLIGHTOFF

        tLightOn:        MESH maInt TACHLIGHTON

        TACHLIGHTON: SELFLIGHTING AMBIENT(1.0,1.0,1.0) tLightOn

        ssTachLight: STATE_SWITCH VAR tachLightEnable (0 tLightOff,1 TACHLIGHTON,2)

    # oilPressureLight

        dum1off:        MESH maInt DUMMY1OFF

        dum1on:        MESH maInt DUMMY1ON

        slDummy1: SELFLIGHTING AMBIENT(1.0,1.0,1.0) dum1on

        ssDummyOne: STATE_SWITCH VAR oilPressureLightEnable (0 dum1off,1 slDummy1,2)

        tranDum1: TRANSFORM POS(0.091,0.375,0.423) ROT(0,0.366,0) ssDummyOne

    # WaterTempLight

        dum2off:        MESH maInt DUMMY2OFF

        dum2on:            MESH maInt DUMMY2ON

        slDummy2: SELFLIGHTING AMBIENT(1.0,1.0,1.0) dum2on

        ssDummyTwo: STATE_SWITCH VAR waterTempLightEnable (0 dum2off,1 slDummy2,2)

        tranDum2: TRANSFORM POS(0.091,0.397,0.423) ROT(0,0.366,0) ssDummyTwo

    # FuelPressureLight

        ssDummyFuel: STATE_SWITCH VAR fuelPressureLightEnable (0 dum1off,1 slDummy1,2)

        tranDumFuel: TRANSFORM POS(0.091,0.452,0.423) ROT(0,0.366,0) ssDummyFuel


   maInterior: GROUP (windshield,deck,tranShifter,rearViewMirror,ssWheel,dashPanel,fullTub,catch,bars,intFoam,dashIgn,tranHead,ssTach,tranPTACH,

    tranPOILP,tranPOILT,tranPFUEL,tranPWATER,tranPVOLTAGE,ssTachLight,tranDum1,tranDum2,tranDumFuel)



######################################################################################################

######################################################################################################

#Rear View

######################################################################################################

######################################################################################################


    #

    maRear: MESH_GROUP "rearview.pas" RENAME_MAT (paintjob paintjob, window windshield)

        rv_deck:        MESH maRear deck_0

        rv_glass:        MESH maRear wind_0

        rv_cage:        MESH maRear gren_0


    maRearview: GROUP (rv_deck,rv_glass,rv_cage)



######################################################################################################

######################################################################################################

#Master compile output

######################################################################################################

######################################################################################################


    cView: STATE_SWITCH VAR cockpitView (0 extView, 1 maInterior, 2 maRearview, 9.9)


    OUTPUT  cView "make_a.3do"
 

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Guitarzan

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Ohhh this is cool. I'll probably put album covers on them like maybe Gary Numan's Cubeway Army.
 

casssp

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And I thought I had already seen everything ... I liked it, it's really funny! :):)
 

MattyO

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heck even had people try and claim the pontiac and dodge drive different...
Now the Pontiac rumor has been around since NR2003 came out. I seem to remember one of the "rumors" or "facts" was that the pontiac had slightly more downforce than the other cars. I remember using Pontiacs only when racing online for a while, and quickly realized that was a bunch of shit,lol.

Anyway, it's amazing that people will still argue even after you tell them, unequivocally, physics editing have nothing to do with making a mod.

It's like showing them a bowl full of cherries. And them saying no, those are bananas.
 

MillsLayne

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Man, I might have to jump back into NR2003 just for the cube. Haha
 

NRE

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The NR2003 EXE contains 4 physics types: CUP, GNS, CTS, and PTA. A mod with CUP physics drives exactly what the physics values for CUP physics are. There is nothing in the NR2003 EXE that says: "Pontiac = More Grip." NR2003 does not simulate physics values based on manufacturer. The only differences in manufacturers for an NR2003 mod is simply the 3D model, AKA the visuals. The only thing visual changes that physics editing can do is if you edit the Suspension Height and Ride Height.
18.5​
18.5​
??? Suspension (in)
13​
13​
??? Ride Height - Suspension (in)

Lower numbers bring the car closer to the ground, resulting in the car bottoming out. It's basically how "well" the garage ride heights work.

So, no. There is zero difference between the physics of each manufacturer. It is mostly likely a placebo.
 

TChapman500

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Simulators either use hardcoded constants (NR2003) or physics configuration files (gMotor) to determine the physics and especially the aerodynamics of the vehicle. They do not use the visual geometry because it's too expensive to do so. Even X-Plane has to approximate most of the aerodynamics because you cannot run a realtime aerodynamics simulation. It's just better at determining the aerodynamic qualities of whatever object you give it.
 
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Mystical

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The only thing I could think could be different between mods is maybe the wheel placement, but I'm pretty sure NR2003 still doesn't rely on the visual placement of where you put the wheels and relies on what was hardcoded in the game.
 
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TChapman500

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I remember seeing a video with an IndyCar mod where the tire smoke did not come from the visual location of the tires. So I think wheel placement is also hardcoded.
 

Smoke

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I don't know about that. What could be happening is the ride height being lower causing the cars to bottom scrape more which would maybe allow for some difference. Wheel placement can be adjusted up down side to side and forward and backward. Granted that's just visual but hell who really knows what this game is capable of. Just food for thought.

Kinda like ssnets mod when you could get damage just from exiting the pits and bottoming out. Say for example the collision boxes (yes there are more than one) if moved I believe could have some effect. Again just throwing ideas out there.
 

Mystical

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I don't know about that. What could be happening is the ride height being lower causing the cars to bottom scrape more which would maybe allow for some difference. Wheel placement can be adjusted up down side to side and forward and backward. Granted that's just visual but hell who really knows what this game is capable of. Just food for thought.

Kinda like ssnets mod when you could get damage just from exiting the pits and bottoming out. Say for example the collision boxes (yes there are more than one) if moved I believe could have some effect. Again just throwing ideas out there.
Does the bounding box change depending on the physics type you choose or is that determined by the masterMinMax BBOX line in the psg script? I thought the bounding box could not be changed and there was only one shape hardcoded in the game.
 

casssp

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Carsets are already appearing, the most beautiful car I saw was an emoji lol. I said it was going to be a success. I'm not trying to demand anything, but there could be damage where the lid opened, tears would appear, and in the pit mechanics would tear the lid off and the box would remain open.


Would it look cool with a sphere? :D:D
 
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NRE

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I wonder if it's possible to make the billiards roll down the backstretch...
 

Oreius

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LOL WTF is this. Damn NR2003 never disappoints, this is awesome! :D

Amazing we can get box/cube mods and now we FE and a F1 with the Halo and all will be right with the world.
 
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