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View Full Version : Mecanik Presets - Post 'em here


hrtburnout
22nd November 2005, 12:25
Post your presets here, I'm still working on mine

I have one ready :) It's my dad's '01 VW Passat Tdi
It's in a .zip file because i'm not allowed to attach .ct1's :shrug:
Ah, and I've got another.

tristancliffe
22nd November 2005, 13:58
I'd like someone to make an accurate F1 car from the FO8. I can get vaguely accurate power readings at 19000 rpm, but then the redline is like 40000 rpm, and the torque is nothing... Could do 210mph in 1st, but couldn't get to 2nd...

Oh, and make it a V10 version (i.e. not the new rules ;)). Ta in advance...

Fonnybone
22nd November 2005, 14:34
Oh cool, another place for me to spread the word. I'm thinking of making a
simple app, with a few buttons to mod servers/clients easily and with
minimal fuss. What i need is MecaniK presets turning the cars into
any form of spec racing where power/weight , etc... come close, but
more importantly, most (if not all) cars on the cartype must work.
I'm mostly thinking of cartype1 here. I posted an updated MecaniK with
a ReadMe that has an easy chart of the cars/cartypes.

The F1 and WRC presets included are attempts at making realistic
racing series where the cars are tuned to specs while remaining
somewhat competitive. Just tuning the FO8 slightly to get closer
to an F1 feels awesome, i'd just like to do more online races,
AIs just can't drive properly !!! :razz:

Anyways, for the people interested, see what you come up with.
I'll insist on 'real' racing series though. No restriction on era really,
but it should feel realistic to drive as much as possible. For example,
i had this flash of the LX-twins modded into those old 'formula' cars,
from the 30s or something, you know, à la GPL. :nod:

windmouse
22nd November 2005, 18:31
I've tried to recreate some V12 engine for UF1000 :), but only FO8 has V configuration, so the engine is in FO8, until we can change that... I hope we won't wait until LFSTweak...

It's from BMW M70, 5.6L 12 cylinder in 60 degrees V shape. Info is from wiki http://en.wikipedia.org/wiki/BMW_M70
Max power: 380bhp / 280kw @ 5300rpm (380bhp @ 5295 in LFS)

Max torque: 550 Nm @ 4000rpm (575Nm @ 4008 in LFS)

Max rpm: 6000-6400 rpm *Gearing (5500 is already red in LFS, this is only value i couldn't match, the max power tended to be very near max revs, so i prefered right revs for max power and torque over max rpm)

sil3ntwar
22nd November 2005, 18:44
tristian have you tried mine? http://www.sil3ntwar.com/lfs/F1LOL.ct4

i have a new version which i think is better. Im aiming for a realistic top speed of around 360-370 and i think i have it pretty well. Im taking data from a lap on board with Alonso at brazil last year that had a kph display so im try to get the car to accelerate the same as well.

Breizh
23rd November 2005, 00:51
391
2min job to emulate this engine:
http://www.highperformancepontiac.com/features/0503hpp_trans/
into the XRG, to keep it NA.

I was after something squirely, nothing fancy.

Bug_a
2.8 liter, 2cyl RWD setup for the UF. Should be about on par with the XFG and XRG.

RAgallardo
quick RAC copy of engine specs, AWD and curb weight of the Lamborghini Gallardo.

LX8_a
The LX8's V8 engine specs for the LX6.
http://www.lfsforum.net/showthread.php?t=2631

sinbad
23rd November 2005, 15:27
Just made an LX4 based Caterham CSR260. It's not perfect I should stress.
Anyway, use the slick mod with it ;). I've included the setup I gave it a try with, but if someone can find some real setup info/data that'd be great :)

Forbin
23rd November 2005, 16:35
Formula 1 V10 2005-spec

I had to reduce the displacement from 3 liters to 2 to get the RPMs right. Otherwise everything else is in order except for the mass distribution.

Gimpster
23rd November 2005, 19:00
Oh cool, another place for me to spread the word. I'm thinking of making a
simple app, with a few buttons to mod servers/clients easily and with
minimal fuss. What i need is MecaniK presets turning the cars into
any form of spec racing where power/weight , etc... come close, but
more importantly, most (if not all) cars on the cartype must work.
I'm mostly thinking of cartype1 here. I posted an updated MecaniK with
a ReadMe that has an easy chart of the cars/cartypes.

The F1 and WRC presets included are attempts at making realistic
racing series where the cars are tuned to specs while remaining
somewhat competitive. Just tuning the FO8 slightly to get closer
to an F1 feels awesome, i'd just like to do more online races,
AIs just can't drive properly !!! :razz:

Anyways, for the people interested, see what you come up with.
I'll insist on 'real' racing series though. No restriction on era really,
but it should feel realistic to drive as much as possible. For example,
i had this flash of the LX-twins modded into those old 'formula' cars,
from the 30s or something, you know, à la GPL. :nod:

Ok, when I get home I will give this a go and try to make the RAC in to a NASA, FFR Spec Cobra. To do it properly though I will need to be able to move the engine and install a V8.

Fonnybone
24th November 2005, 01:51
Ok, when I get home I will give this a go and try to make the RAC in to a NASA, FFR Spec Cobra. To do it properly though I will need to be able to move the engine and install a V8.

Well, actually, no. This is what i don't want to do. I know a V8 and
an inline8 aren't the same, but in LFS, it won't affect performance
one bit. As for the engine position, well that's also not in the cartypes,
but since it affects ALL cars, it won't affect the class balance much,
which is more important.

The goal is to mod as many cars as possible at once so there is a lot of
choice. Editing the cartypes already does this, so the challenge will be
keeping a certain balance between cars and different cartypes so it's
actually fun online and can be used for competition or just friendly races.
I'm not expecting all cars to be able to keep up, but ideally, the slower
cars could be matched with another class with similar specs. That way
there's at LEAST 2 car classes or more to chose from. I'd like to recreate
something along the lines of the DragMOD i made ages ago. Click MOD,
find a server with 'DragMOD' in the name, blast away! It was simple,
easy and fun.

Before anyone gets big ideas though, i should mention that presets
for MecaniK can and probably will change. I'll try to provide the info
to convert, but don't get mad at me for 'wasting all your hard work',
i warned you guys. What i can do is release the structure of the file
(not that hard to understand really, open with notepad and compare)
so anyone can manipulate preset files to work with just about any
version ;) Still a pain, but no preset will be lost, it's a freaking text
document :P There's always a way to make it work. :smileypul

Hyperactive
24th November 2005, 10:30
I am making Dodge viper set (yeah, lol). I'll post the package later, but just to let you know that one is mine :). Have to get the sounds and the setup more accurate, I'll include some "Viper skin" too. Only problem is that it needs better tires than the XRG can provide ;) And 6th gear :(

I'll just edit this post when I'm finished

Breizh
24th November 2005, 11:25
I don't get it Fonnybone.
You're saying you want to keep the editing values (what we change in mecanik) the same across entire cartypes, so that any edition of one car will mirror the offsets made in it to all the other cars in that carset?
Won't that make for different performances in each car, rather than editing each separate car individualy to a same performance class standard?

The thing is I'm not sure what you meant by those two posts, I'd ask in the other thread, but since you mentionned it here..

Fonnybone
25th November 2005, 01:02
I don't get it Fonnybone.
You're saying you want to keep the editing values (what we change in mecanik) the same across entire cartypes, so that any edition of one car will mirror the offsets made in it to all the other cars in that carset?
Won't that make for different performances in each car, rather than editing each separate car individualy to a same performance class standard?

The thing is I'm not sure what you meant by those two posts, I'd ask in the other thread, but since you mentionned it here..

You're looking through the wrong end there...cartype have limits, you
have to try to acheive a goal while remaining within those limits, that's
the goal, not reproducing one car to exact specs. It's the race series
i'd like to reproduce, not the individual cars. The 'real specs' part
was meant as a guideline. I just figured people would enjoy cars that try
to simulate real cars more than just a bunch of 1000bhp+ fantasy cars.

Oh, and yes, it IS hard to keep cars balanced, that's the whole challenge!

Breizh
25th November 2005, 03:22
Correct me if I'm wrong, there's no way to edit each car individualy, then?
With the TBO class as an example, one edited caretype will have to fit to each and all three (or 4 if you included the LX) cars. I'm not sure I understand why we'd restrict it to that.
One example of this: if I wanted to make a series with each car having a different engine, displacement, a single caretype edit-fits-all wouldn't allow it.. nor any finetuning, if one of the cars happens to be the only one with a slight advantage or disadvantage.

Breizh
25th November 2005, 13:45
I do see that it'd be a bit of a safeguard against unbalanced car classes online, but considering the host can't impose his cartypes (since both sides ' files need to match), users would download the known and approved quality carsets first.

Anyway, moot point if you can't make the editing individual to each car. :)

Hyperactive
25th November 2005, 16:18
And one more question: Is it possible to to edit the big GTRs to make a class of cars with different power, drivetrain and other properties? Like making the FXR be like a BMW M5 (with a turbo, lol), FZR like a Viper (rwd) and the XRR like...Skyline?

That Skyline was... a joke ;)

MiniVan
25th November 2005, 19:24
Could someone make a rally good WRX STi set or a Mitsubishi Evolution Eight Set? or seven or below dont matter.... i cant seem to get it right.

Breizh
25th November 2005, 19:44
I would, but the RB4's tires a probably too narrow, and I don't know what the engine behaves like.
Just guessing, but I think the suspension might be different too.

MiniVan
25th November 2005, 19:52
Oh well on the other hand i made this crazy set for fxo turbo the exaust sounds like a police siren and it goes 398 mph ill post it in a lil

MiniVan
25th November 2005, 19:56
OH MY GOSH I JUST GOT AIR!!!! I GO SO FAST IT STARTS TO FLY!!!/ float

MiniVan
25th November 2005, 19:58
As soon as i hit 200 it lifted up my setup was all the way to the ground lol im scared...heres the numbers

Z0iC
25th November 2005, 21:45
Could someone make a rally good WRX STi set or a Mitsubishi Evolution Eight Set? or seven or below dont matter.... i cant seem to get it right.

Here is what I came up with. Power, torque and weight are just about right. I also made a setup with the gear ratios(changed diffs too) from the real thing(couldn't get 6 gears somewhy) Used the Hard Track as base, don't have any real setup values available now, tho the figures look something they might be irl.

Added a preset for fxr, some 800+ HP 4liter flat-12 :D It sounds fantastic :smileypul

Fastlap
27th November 2005, 21:50
Just a quick question. When you set a normally relatively low horsepower car to a rather high horsepower (500 hp lx6 for example), could it be that the clutch is slipping? It feels kinda strange.

otherwise, great tool! and especially it shows that the sound engine is capable of creating some nice engine sounds

TheSparkster
30th November 2005, 20:24
How can I create a V-type engine? Like I want to create a 5.7L V8 but I can only get a flat 8.

TheSparkster
30th November 2005, 22:29
lol this is a blast... :nod:

Breizh
1st December 2005, 10:56
You can't change cylinder configurations yet.

TVR Speed12 engine specs and curb weight on the FZR, fun with the default setup that's supposed to mimic the RL porsche:

Tekspdy
3rd December 2005, 01:32
Heres my little time of fun.

Included are:
Setting file
Mecaniks File

Install both, open LFS, select the setting 8.52, open the 852 Mecaniks file and drag it :)

It's for the FXO Turbo to run 8.52 second quarter mile. Wee.

I wish there were more space to get the cars to a higher top speed. I havent gotten any cars to lift off or float yet, not enough running room.

http://www.spline-designs.com/members/852FXOT.rar

AJS
7th December 2005, 20:43
http://super7cars.com/Super7_R-Type_Hayabusa.html

Very light and i must say bike engines are fun ! What you get is 427 bhp/ton WITH driver and 50% fuel. Use the slick mod ! Very precise handling and easy on the tyres.

Next thing is LX4 with Kawasaki Ninja ZX-6R engine. Can you say 636 ccm and 14.000 RPM ?

Ok, now for something with a bit more punch and a wide powerband.

LX6 got the M3 engine :nod:

HaHa this thing pulls like hell. Woosh. Heavier for sure but 456 bhp/ton.

Leifde
9th December 2005, 15:32
Here's my 250cc superkart and A1GP settings.

wheel4hummer
12th December 2005, 23:05
can someone make some demo car presets?

hrtburnout
13th December 2005, 18:34
You can

Vendetta
14th December 2005, 00:40
can someone make some demo car presets?

Oh cmon, you cant be that lazy. Just play with the numbers and walla, you have yourself a preset :razz: Someone give this guy some motivation! :D

kezajones
17th December 2005, 17:46
how do yo use presets sorry:shrug:
tried everything

SoloNijN
18th December 2005, 07:31
I have this great setup for XF GTR and UF GTR.

In both cases they do about 350 bhp, has a 2.5 litre 6cil. with 4wheeldrive

especially the UFR drives great.

Braking should be adjusted, you can brake alot harder.


I really think my goal to make those cars faster, but nog "unhandaleble (or something like that :P) fast" really worked in this case.


HF !!!

Gabkicks
18th December 2005, 12:27
anyone made any group c presets? i'm trying to make one right now:scratchch


is there a way to get any of the gtr car's weight down to 840kilos?

hrtburnout
18th December 2005, 13:20
yes, just edit the weight value to subzero :)

wheel4hummer
18th December 2005, 13:32
It doesn't work when I make presets. Mine wont load! :pillepall
I forgot how I even got it to run anyway.

SoloNijN
18th December 2005, 17:29
Does anyone have requests for setups? :P

hrtburnout
18th December 2005, 18:02
Lol! A Ferrari Enzo :)

SoloNijN
19th December 2005, 06:59
Lol! A Ferrari Enzo :)

Gimme some specs then, engine, HP, weight etc :P

hrtburnout
19th December 2005, 07:13
:google:

Gabkicks
19th December 2005, 11:57
Price: $659,430
Performance
0-30 1.5 seconds
0-40: 2 seconds
0-50 2.7 seconds
0-60: 3.3 seconds
0-70 3.8 seconds
0-80 5 seconds
0-90 5.8 seconds
0-100: 6.6 seconds
0-110 8 seconds
0-120 9.2 seconds
0-130 10.3 seconds
0-1/4 mile: 11.2 @ 136 MPH
Top Speed: 209 MPH
Engine
V12
Horsepower:650 @7800 rpm
Torque: 485 ft lbs @5500 rpm
Dimensions
Length: 185.1 in.
Width: 80.1 in.
Height: 45.2 in.
Weight: 3262 lbs.

SoloNijN
19th December 2005, 19:11
Got it :P

shall upload it soon, but the LFS setup needs to be finetuned cuz it's a little tail-happy when coming out of the vurves (a little too much imho)

Gabkicks
19th December 2005, 20:32
which car did u try and recreate the performance of the enzo with?

SoloNijN
20th December 2005, 05:51
Fz50 Gtr

wheel4hummer
24th December 2005, 16:41
Okay, got it working. i used an XRT, and made it a 2003 Mitsu Lancer Evo.

andy_murray
26th December 2005, 21:13
Where do you place them so that you can drive them


i am new to this lol

wheel4hummer
26th December 2005, 23:07
OMG, I just had a dream that Mechanik had a "Motorcycle" option! :pillepall

Venom5
28th December 2005, 14:32
I've maid a Civic Type R EK9 and a Civic 1.6 VTi EG5...
Have'nt figured out yet how to move the revv limiter...
But virtual redline, for the Type R; 8400 rpm, VTi; 8000
Have fun!:thumb:

Darkone55
6th February 2006, 12:48
Hi,

I've made a Formula 1 2005 car preset.

From the readme.txt:
These settings are based on the average F1 car of 2005.
The torque settings are based on an interview with Kurt Sperry for Atas F1 Magazine frm 2001.

"Current F1 engines produce somewhere between 250-290 lb-ft of torque with that figure peaking at around 14,500rpm. Expect bhp to peak around 3000rpm higher than the torque peak e.g.

17,500rpm, and the rev limiter to cut in a further 500-1000rpm higher than that. Sorry about the lb-ft, that is the way torque is expressed in F1, at least by the English-based teams."

http://www.atlasf1.com/2001/aug08/faq.html


An average 2005 F1 car can do about 18.500 rpm. The torque should be 3000 rpm lower (according to Kurt), so that makes about 15.500 rpm.

In-game these settings are now 909 phb @ 18471 rpm, and 276 lb-ft at 15472 rpm.
The total mass is 601 kg (including the driver). The official data says 600 kg. But some other say 605 kg. So 601 kg should be right.

As a top speed I measured 270 km/h (on the oval). The real top speed is I believe 369,9 km/h, so that is about the same too.

I included some setups too. They're originally made for the FO8, but I tweaked them a bit to

fit for the F1 (although some may need some fine-tuning).

Known bugs:
- The rpm-meter shows up to 31.000 rpm. And it's not limited. But you still need to shift at max 19.000 rpm.
- You easily shift back to early, shift back late, otherwise you'll lost control over the car.



I will host a server with these settings. I'd like to see if this works online, so join if you're in for an F1-race!

The preset can be found here:
http://www.cyxian.nl/f12005.zip

Thanks, and have fun.