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JJ78

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an alternate route for gokarts would be to make them oversized, yes but then just scale up some real life gokart tracks to match
that would be the simplest in the short term. But now with the ability to mod anything we can even modify the sizing of the collision box so that cars could be true to scale

Well... Let's say you made a legit Small Model - Like NON WINGED sprint cars MOD outthere... You can clearly see that Skidmarks don't match the wheels.... That is because we got 110 inch wheel base in NR2003 and the MOD creators probably used properly scaled 80 inch something for Sprint Cars. You can EASILY change the wheelbase in the physics editor to be shorter ... In terms it will ACTUALLY MOVE THE PHYSICS WHEELBASE , as well as it will MOVE the skidmarks to proper locations.... Same with the Width of skidmarks and tires , you can fix those in the physics .... BY ACTUALLY MAKING SMALLER/BIGGER tires , not just visuals.

What bothers me is Collision Box. Do you know anything about it and where it might be ?
Just an overall excitement about modding physics should be enough to get people to do things. But its a slow process to change people's minds about modded EXE's. I mean there are mods out there for any racing game but not NR2003. Modding rFactor using editor or NR2003 is essentially a same thing. I don't know why people are so scared.
 
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jimjack336

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Well... Let's say you made a legit Small Model - Like NON WINGED sprint cars MOD outthere... You can clearly see that Skidmarks don't match the wheels.... That is because we got 110 inch wheel base in NR2003 and the MOD creators probably used properly scaled 80 inch something for Sprint Cars. You can EASILY change the wheelbase in the physics editor to be shorter ... In terms it will ACTUALLY MOVE THE PHYSICS WHEELBASE , as well as it will MOVE the skidmarks to proper locations.... Same with the Width of skidmarks and tires , you can fix those in the physics .... BY ACTUALLY MAKING SMALLER/BIGGER tires , not just visuals.

What bothers me is Collision Box. Do you know anything about it and where it might be ?
Just an overall excitement about modding physics should be enough to get people to do things. But its a slow process to change people's minds about modded EXE's. I mean there are mods out there for any racing game but not NR2003. Modding rFactor using editor or NR2003 is essentially a same thing. I don't know why people are so scared.
JJ, I am scared of you tying me to a chair and putting a gun to my head and forcing me to make NR1950. LOL

Also, collision box. What is this collision box? What does it do? Whats it's purpose? Is it edible?
 

JJ78

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On another hand ..... NR5 using physics editor ??? Like that thing has been around for 14 years , as long as the game. Maybe proper time for everything. It sucks how some crews, people, softs and tricks got lost through time.
 

psugorilla

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nr5 did use modded physics and got in trouble. But my understanding is that now all bets are off.
The collision box is invisible from my understanding, and someone with more knowledge please do correct me if I'm wrong but it basically determines the size of your vehicle. It is pre set and also tells the game where the point of contact is between 2 cars. If the modders make the cars too long then when you bump parts tend to overlap such as your bumpers... like they go into each other. I believe it is hidden somewhere in the EXE file.
 

JJ78

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model options as in having 5 manufacturers instead of just 4.
NRStretch was a software developed for the default bodies, and project wildfire's GNS and CTS mods where you could load up an image and it would break it up on the template for you so that it would line up seamlessly. It was great for complex patterns


Have you seen we "improved" the physics editor to a 2.0 state? You can use some software off google to enable hidden buttons on the physics editor. It allows to scan the WHOLE EXE for a range of number values . Like from 10 to -10 and you will get all &H ..... physics lines with any number in between. So we scanned it from -10000000000000000 to +10000000000000 and got EVERY SINGLE VALUE THERE IS. Problem is none of them have definitions , some might be related to pictures, buttons, anything really. But we got it all here. http://imgur.com/a/R5dHN


That brings up the point ... hunt for collision box is on.... It's just instead of 1200 original physics lines now we have 3 million lines.... Yup... around 3 400 000 lines of values.... 99% useless - 1% all the golden physics and everything we might need.
 

psugorilla

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Have you seen we "improved" the physics editor to a 2.0 state? You can use some software off google to enable hidden buttons on the physics editor. It allows to scan the WHOLE EXE for a range of number values . Like from 10 to -10 and you will get all &H ..... physics lines with any number in between. So we scanned it from -10000000000000000 to +10000000000000 and got EVERY SINGLE VALUE THERE IS. Problem is none of them have definitions , some might be related to pictures, buttons, anything really. But we got it all here. http://imgur.com/a/R5dHN


That brings up the point ... hunt for collision box is on.... It's just instead of 1200 original physics lines now we have 3 million lines.... Yup... around 3 400 000 lines of values.... 99% useless - 1% all the golden physics and everything we might need.
That's outstanding. I don't understand most of it lol. I'd be willing to bet that somewhere in the exe coding, if we could break it out completely to the basics would have some definitions. I'm certain the developers had them typed in for their own sanity.
 

JJ78

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Also did you know that by Changing Tire Tracks, distance between front tires, you can "bring the wheels outside the body dimensions" - thus making "an oversized Open Wheel Car" ... but ... beauty is ... Open Wheel to Wheel contact ... is legit ... it makes cars fly and crash just like if they would touch open wheels. Frankly that is what happens in the physics universe. An actual wheel to wheel contact. I will have to post some example videos , and make a sample EXE first for it. But it is amazing in terms of your visual Indy Car crashes and in general , THE WHEELS ARE ACTUALLY OPEN ! in physics.
 
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jimjack336

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Have you seen we "improved" the physics editor to a 2.0 state? You can use some software off google to enable hidden buttons on the physics editor. It allows to scan the WHOLE EXE for a range of number values . Like from 10 to -10 and you will get all &H ..... physics lines with any number in between. So we scanned it from -10000000000000000 to +10000000000000 and got EVERY SINGLE VALUE THERE IS. Problem is none of them have definitions , some might be related to pictures, buttons, anything really. But we got it all here. http://imgur.com/a/R5dHN


That brings up the point ... hunt for collision box is on.... It's just instead of 1200 original physics lines now we have 3 million lines.... Yup... around 3 400 000 lines of values.... 99% useless - 1% all the golden physics and everything we might need.
But, what if those other 2998800 lines are other than physics? :)
 

psugorilla

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Wow creepy!
Any more NR2003 programs we rarely heard about?
There is a setup tool, I forgot the name of it, that you run test laps, save the replay and it scans it and gives you feedback like where you were bottoming out, where you were losing grip etc. Kind of a telemetry software
 

JJ78

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That's outstanding. I don't understand most of it lol. I'd be willing to bet that somewhere in the exe coding, if we could break it out completely to the basics would have some definitions. I'm certain the developers had them typed in for their own sanity.

I hope collision box is nothing more than a set of values. Like in 3dsmax for a square box. XYZ for 4 corners. As far as the game code goes. This is as close as we ever got. I mean not we , but this one guy.

Here scroll down on page 38 - This is basically NR2003 code in human language. Or whatever we can see as humans. Not hardcode by any means. Just an order of operations of what goes on in the game. It is a sim software rather than a game really.

http://nrgnascar.freeforums.net/thread/2/nascar-physics?page=38
 

psugorilla

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Also did you know that by Changing Tire Tracks, distance between front tires, you can "bring the wheels outside the body dimensions" - thus making "an oversized Open Wheel Car" ... but ... beauty is ... Open Wheel to Wheel contact ... is legit ... it makes cars fly and crash just like if they would touch open wheels. Frankly that is what happens in the physics universe. An actual wheel to wheel contact. I will have to post some example videos , and make a sample EXE first for it. But it is amazing in terms of your visual Indy Car crashes and in general , THE WHEELS ARE ACTUALLY OPEN ! in physics.
Wasn't that set up in the OWR physics for OWR05?
 
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JJ78

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There is a setup tool, I forgot the name of it, that you run test laps, save the replay and it scans it and gives you feedback like where you were bottoming out, where you were losing grip etc. Kind of a telemetry software

http://n2003replayanalyzer.martingranberg.se/ - this one ? This baby is as legit as any other telemetry soft for any other game. Even gets you HP and Torque while iRacing's telemetry doesn't.
 
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jimjack336

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There is a setup tool, I forgot the name of it, that you run test laps, save the replay and it scans it and gives you feedback like where you were bottoming out, where you were losing grip etc. Kind of a telemetry software
Oh. JJ is gonna be mad at you for forgeting this. :p
That is Replay Analyzer.
 

psugorilla

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There is also a tool that lets you export your qualifying results and then modify the starting lineup before switching to race. It was great for simulating the twin 125's/Duels.
 

JJ78

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Wasn't that set up in the OWR physics for OWR05?

If it wasn't it should've been. As well as let's not forget about the most successful modded physics operation known to the history of NR2003 community..... REDLINE GTP MOD. All those 4 cars are nothing more than edited PTA physics. 4 different edits. Through magic we were also able to scan all 4 and get ready to go CSV ENGINE-TIRE-CHASSIS for each one of the cars. That is pretty amazing as we can see exactly what the dudes changed.

*Cough-cough* - a Rotary Mazda Really ? A rotary Mazda ... with pistons and intake valves .... but OKEY .... we gonna let them slide on that one :p They had to work with what they got. It's not a rotary engine simulator after all. As long as they match the TELEMETRY good to the real life car , its forgivable.
 
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jimjack336

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If it wasn't it should've been. As well as let's not forget about the most successful modded physics operation known to the history of NR2003 community..... REDLINE GTP MOD. All those 4 cars are nothing more than edited PTA physics. 4 different edits. Through magic we were also able to scan all 4 and get ready to go CSV ENGINE-TIRE-CHASSIS for each one of the cars. That is pretty amazing as we can see exactly what the dudes changed.

*Cough-cough* - a Rotary Mazda Really ? A rotary Mazda ... with pistons and intake valves .... but OKEY .... we gonna let them slide on that one :p They had to work with what they got. It's not a rotary engine simulator after all. As long as they match the TELEMETRY good to the real life car , its forgivable.
It would be good to use the chassis #. You could take, for example, NewWorld's realistic NR2017.exe and take the PTA physics and put in the GTP mod. Just use the chassis # instead of Cup, CTS, GNS, PTA, etc. So, you can have GTP mod in NR2017.exe.
#NR2017exe4ever
 

psugorilla

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Nr2003 Saved game editor was what let you change the starting grid order and there was also a season editor that lets you modify your own schedule. I once convinced myself that a 1000 (yes 1000) lap race at Coca-Cola would be fun to simulate offline. I think 4 cars made it to lap 800 something before they lost engines.
 
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jimjack336

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Nr2003 Saved game editor was what let you change the starting grid order and there was also a season editor that lets you modify your own schedule. I once convinced myself that a 1000 (yes 1000) lap race at Coca-Cola would be fun to simulate offline. I think 4 cars made it to lap 800 something before they lost engines.
A 1,000 lap race is possible. This good dude named Mr. Meme on Youtube might stream 1,000 laps at Bristol.
 

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