Realistic Front Weight Bias and Lighter Steering for Exotic and Tuner Class by Ugandan Bruce U

Category: Scripts | Game: Need for Speed: ProStreet


Realistic Front Weight Bias and Lighter Steering for Exotic and Tuner Class




 

Description:
Realistic Front Weight Bias has two options:
1-All cars have the changed weight bias from the start.
2-All cars will get the changed weight bias when fully upgraded.
All my info for these goes to car spec magazines,wikipedia,and people who talk about getting weight reduction to their civic in the car forums.
Changes:
V1:
Made the front weight bias and lighter steering only for grip events.
V2
Now cars in all modes have realistic front weight bias except for RWD cars in Drag Mode.The reason is they have specific tunes for wheelies.
Now every tuner and exotic class car will have lighter steering in every mode.Only exception is in drag mode since its tuned for stability.
Note:(I misspeled the upgrade only script so it still says "in girp" in the title ffs... Dont worry the script is changed completely to all modes.)

Vanilla Front Weight Bias to Realistic Front Weight Bias:
Nissan 240sx (S13): 59 to 48
Nissan 350z: 59.8 to 53
Porsche 997 GT2: 54 to 37
Porsche 997 GT3: 48 to 39
Porsche 997 GT3RS: 45 to 39
Porsche 997 Turbo: 57 to 40
BMW M3 E46: 55 to 51
BMW M3 E92: 55 to 50
BMW Z4: 52 to 50
Chevrolet C6 Corvette: 64 to 51
Chevrolet Camaro 67: 50 to 54
Chevrolet Camaro Concept: 62 to 52
Porsche Carrera GT: 48 to 42
Porsche CaymanS 987: 62 to 47
Koenigsegg CCX: 55 to 45
Dodge Challenger 71: 65 to 55
Dodge Challenger Concept: 56 to 50
Dodge Charger 69: 52 to 60
Chevrolet Chevelle SS: 48 to 55
Honda Civichb (EG6): 55 to 60
Honda Civic Si: 70 to 62
Chevrolet Cobalt SS: 60 to 59
Toyota Corolla GT-S (AE86): 48 to 47
Chevrolet C2 Corvette: 48 to 50
Chevrolet C6 Corvette (Z06): 63 to 50
Ford Escort RS Cosworth: 55 to 56 and Torque Split changed %66 rear bias to 50% (AWD)
Cadillac CTS-V: 63 to53
Plymouth Barracuda: 48 to 56
Aston Martin DB9: 45 to 50
Aston Martin DBR9: 40 to 50
Lancia Delta Integrale Evo 2: 60 to 63
Mitsubishi Eclipse (2.Gen) GSX: 55 to 50
Lotus Elise (Series 2): 55 to 32
Ford Focus ST (Mk2): 55 to 60
Ford GT (Mk1): 40 to 43
Infinity G35: 61 to 52
Lamborghini Gallardo Superleggerra: 50 to 43
VW Golf GTI (Mk5): 55 to 59
Pointiac GTO: 56 to 55
Pointiac GTO65: 48 to 55
Nissan GTR Proto2: 60 to 55 and Torque Split changed 60%rear bias to 50% (AWD)
Subaru IMPREZA WRX STI 2.Gen (Second Facelift): 58 to 60
Honda Integra LS: 65 to 64
Honda Integra TYPE-R: 64 to 62
Lexus IS350: 60 to52
Mitsubishi Lancer EVO9 MR: 55 to 60
Mitsubishi Lancer EVOX: 55 to 56
SEAT Leon Cupra (Mk2): 66 to 63
Mazda MazdaSpeed3 (Mk1): 62 to 63.5
Mclaren F1: 55 to 42
Lamborghini Murcielago LP-640: 58 to 42 and Torque Split changed to 65%rear bias to 50% (AWD)
Mustang '03 (Fourth Gen): 56 to 51
Mustang GT(Fifth Gen): 53 to 55
Shelby GT350: 56 to 57
Shelby 500: 50 to 55
Honda NSX (NA2): 52 to 42
VW Golf R32 (Mk5): 53 to 62
Audi R8 (Type 42): 60 to 42
PLYMOUTH ROADRUNNER: 64 to 58
Audi RS4: 60 to 59 and Torque Split changed 60% rear bias to %50 (AWD)
Honda RSX (DC5): 63 to 61
Mazda RX-7 FD: 60 to 50
Mazda RX-8: 60 to 50
Honda S2000: 65 to 50
Audi S4: 56 to 62
Nissan Silvia (S15): 60 to 50
Skyline R-34:55 to 57
Mercedes SL65: 55 to 53
Solstice GXP: 52 to 50
Toyota Supra (Mk4): 60 to 51
Audi TT (Mk2): 55 to 60 and Torque Split changed 58%rear to 50% (AWD)
Bugatti VEYRON: 50 to 45
Pagani ZONDA F: 55 to 46




Comments


SIOJO (April 30, 2021 @ 05:53)
@mzarkas Note: I set the gear efficiency 0.7 for all cars, and if your ingame car feels too fast or too slow compared to irl, you can try changing the Torque Slip slope value. That's all i do, the rest of the values I mentioned below I simply took it from the automobilecatalog website.

SIOJO (April 30, 2021 @ 05:42)
@mzarkas actually i have been trying to rebuild all cars' stock performance as close as irl like you do. My advice: I used automobilecatalog.com as references. Now things you need to take care of: Drag coefficient, Final Gear, High boost Low boost, Mass, Torque: MinX MaxX(RPM range), MinY MaxY(lb.ft torque), Torque Slip Slope, Gear Ratios, Gear Efficiency. Other than these above, leave them be.

mzarkas (April 28, 2021 @ 17:33)
@SIOJO the actual problem (the reason why I did even ask) it's how to recreate a particular car's performance ingame to be as close as possible to it's irl counterpart using these mysterious values :/

SIOJO (April 24, 2021 @ 11:25)
@mzarkas to put it simply, higher torque slope means higher engine acceleration.
Here's some examples: try building a maxed out civic and a maxout supra in grip build
when you see it they make a quite slightly different number of hp, which is the supra has higher hp than civic,
then put them on the roll, see which one is atually faster.. it is the civic. Turns out the civic has high torque slope value than supra at track highend node. Now the XY torque graphic is just only to show the ingame hp rpm values

SIOJO (April 24, 2021 @ 11:21)
@hyperspeed yes I'm awared of the torque split range value.. it is either 0, 0.5 or 1, other than that the game crashed for some reason..