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F1 Car with proper sound using engine expansion pack.

195 Nuschel  2.6 years ago
Auto Credit Based on KingHandspider's AndyCar Mk.VI

Hi! i am surprised i have not seen this done before. this car uses the engine expansion pack mod and some math to emulate a more realistic engine sound. Due to the mods features, this works pretty well, with drivebys sounding pretty good, and using the overload mod and some basic xml, shift sounds are possible. more experienced xml-modders may be able to get even more realism out of this, as i struggled to make the downshifts happen faster than the upshifts, have the noise sit on a high note on full send and to link it to the actual speed of the vehicle. The engine sounds are great on muscle cars too, as some of them are super rumbly on low revs. the then sound like the high displacement, low revving american muscle cars many people love. But as you can see and hopefully experience by yourself, it also really works in this application and is, i believe, the closest we have gotten to good car sounds in this game. By the way, the actual engine and prop are scaled way down and basically disabled as to not disturb the handling of the vehicle. Which, might i add, is pretty good in my opinion. the car is based on another players build, i forgot who made it, but it was quite a lot diffrent, green and very wide. Other features of this car include: DRS Mode, the drs system can be activated using the fire weapons button, the feature can be enabled by activating ag3 . AG1 is low speed steering, which i think is still reversed on this model (i made a lot of versions of this as developement has been going on for quite some time now. Also, have you ever noticed that F1 cars, wehn going over bumps or porpoising, tend to throw sparks? This car does that too, simply switch into one of the combat modes (both work) and hold down the fire guns-button. With some bits of xml the car now throws sparks when hitting bumps, driving over uneven surfaces or off the gold prix track. I my case, fire guns is set to be on the space bar, which makes it possible to more comfortably hold it down while driving. please forgive all the errors in the text, the in-game editing window is tiny! If you are confused by the red smoke trail, thats there for you to improve your driving, being able to see where you went last lap. simply remove it, or bind it o an activation group if you do not like it. Last but not least, this car can -at least on gold prix- be driven by the ai without crashing! im intrigued (is that correct?) to see what you people come up with, using this technology. lets show them developers how good cars can sound! joking, but seriously, i think this, despite all of its shortcomings, might be the way to go until new sounds are implemented.

Have fun and maybe tag me on your bilds, so i can marvel at them! And thanks to the original builder of the car that served as a base for this build, you provided an excellent platform for me to experiment.

General Characteristics

  • Predecessor AndyCar Mk.VI
  • Created On Windows
  • Wingspan 8.8ft (2.7m)
  • Length 23.3ft (7.1m)
  • Height 5.4ft (1.7m)
  • Empty Weight 3,692lbs (1,674kg)
  • Loaded Weight 4,024lbs (1,825kg)

Performance

  • Wing Loading 9.4lbs/ft2 (45.7kg/m2)
  • Wing Area 429.9ft2 (39.9m2)
  • Drag Points 2710

Parts

  • Number of Parts 185
  • Control Surfaces 0
  • Performance Cost 668

Required Mods

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    195 Nuschel

    Hello to anyone visiting! im not playing often enough to be able to answer questions on short notice. im busy preparing for desing school rn, but i hope this gets some attention or at least inspires some greater builds than this.

    Pinned 2.6 years ago
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    handles silky smooth

    1.8 years ago