FUEL: REFUELED is an enhancement modification for the game FUEL, which brings multiple bug-fixes, improvements and the addition of various new content.
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Fix for Mudhog Front Wheels | Locked | |
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Jul 18 2011 Anchor | ||
I noticed that the Buggy 30_Mudhog has a bug in which the front tires don't procude any skidmarks or dust trails. The bug is also present in the retail game, so it has nothing to do with the mod. I managed to fix that by editing some parameters of the vehicleparams.tsc (or vehiclePP.java in the mod): VehiclePP 55 0.18 // 0.25 Front Wheels Height. (the wheels were flying after changing VehiclePP 64, so i had to put them on the floor again) VehiclePP 64 -0.4 // -1.3 Front Skidmarks/Dust Trails Position. (the skidmarks/dust trails were hidden below the terrain) Also, the Mudhog has another bug, in which the car has 4-Wheel Drive (and it should be Rear Wheel Drive). This is fixed by editing this parameter: VehiclePP 46 0 // 1 FRONT WHEEL DRIVE - 0 = OFF 1 = ON Note that disabling the FWD affects the acceleration and top speed negatively, so it has to be compensated by setting higher values to parameters VehiclePP 324 and VehiclePP 327 !!! It may also affect handling/grip, but no idea about solving that yet... |
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Jul 20 2011 Anchor | ||
Nice find there! On a side note; could we please create a list of any and all vehicleparams.tsc parameters we find? I found number of gears and gear ratios and stuff, will post tomorrow when I'm on the computer my FUEL install is on °dA |
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Jul 22 2011 Anchor | ||
just created a wiki here: fuelmodding (dot) wikia (dot) com/wiki/VEHICLESPARAM.TSC Feel free to add any info you have ;-) Or feel free to post them in this forum :-) back on topic, i don't know if the 4WD Mudhog is a bug or a feature... Oh, and the correct value of the parameter VehiclePP 64 is -0.36 instead of -0.4. seems that when moving the wheels down, the skidmarks were also moved. |
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Jul 24 2011 Anchor | ||
I just tried to post in the Knowledgebase but that forum is read only. Have PM'ed Vetron about this issue, currently waiting for a reply from him. °dA |
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Jul 24 2011 Anchor | |
Hi people, I've unlocked those two forums so you can post there if you want - if you need any of the existing threads unlocked (they go to read only after long inactivity) then let me know via PM. If you post in the knowledge base forum then please try and keep threads tidy with proper titles, descriptions on what the thread is about and such, makes it easier for people to search and look up stuff. I was going to post a lot more info there, but its pretty time consuming, so haven't done any in a while. I'm still in the process of stabilizing V15.4.3 as it has a habit of crashing (as I'm sure you've noticed lol) - but useful bug fixes such as this I can include come next patch. |
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Jul 26 2011 Anchor | ||
i know it may be off-topic, but the wiki i started has been deleted... btw, looking forward to next version of Refueled. |
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Jul 27 2011 Anchor | |
Just to let you know that I've added-in your fix for the Mudhog to the next build of REFUELED, i've also made some changes so that it is also only rear wheel drive (I've compensated for the lack of acceleration with value 323, and a few other minor changes of other values - its of very similar performance to how it was before). Many of the vehicles in this game are like this in that they are either AWD, FWD or RWD when they shouldn't be, something I'd like to have corrected eventually for all vehicles in a later release. |
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Jul 30 2011 Anchor | ||
Thanks. I have more info about parameters: VehiclePP 49 (rear) and VehiclePP 50 (front): VehiclePP 91: VehiclePP 377: VehiclePP 379: VehiclePP 68: VehiclePP 58: VehiclePP 61: VehiclePP 46 and VehiclePP 47 are Front and Rear wheel drive. 0=OFF, 1=ON Hope this helps. Edited by: hi-ban |
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Aug 11 2011 Anchor | ||
Thread is now up in the Knowledge Base. Feel free to add to it ^___^ |
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Aug 24 2011 Anchor | |
I'm currently on the hunt for what causes vehicle dirtiness, i.e. what controls how quickly vehicles become dirty and then loose their dirtiness upon returning to the road. I would love to make the effect more realistic and not instantly disappear once you hit tarmac again lol. If you come across this then let me know! I've also made changes to the twin freaks bike (made it RWD only), slowly working through a few others now (checking which vehicles are actually the right drive layout was never something I noted to do before you brought it up) and have begun publishing drive layout information client side via the garage UI (mays well given that the info for these vehicles is known). Edited by: Vetron |
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Oct 8 2011 Anchor | ||
note that removing 4WD from vehicles affects negatively to grip, and makes harder to climb walls. |
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Jan 13 2012 Anchor | ||
What's annoying about the Twin Freaks bike is, even if you "fix" the drive layout, there's still wheels getting drive that shouldn't be (the sidecar). I'm looking at all the vehicles right now, the following I believe to have the incorrect drivetrain, while I'm pretty familiar with cars and stuff I'm no mechanic or engineer, so feel free to discuss or disagree: Edited by: MadDogV2 |
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Jan 15 2012 Anchor | ||
I've seen motorbikes with 2-wheel-drive =) the heavy IMZ-Ural bikes come to mind. °dA |
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Jan 17 2012 Anchor | ||
Twin freaks however from the looks of it doesn't have a way of transmitting power to the sidecar wheel. The Custer if you manage to get a glimpse of the underside you can see it has both a front and rear differential. |
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