Test Drive unlimited - handling editor / editing / hack

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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Mon Aug 03, 2009 2:42 am

i think you need to learn basics of HEX and cmd. i can't explain if you have no idea what you are even doing. if you don't know why i even changed 3B to 3B 0A..

use EDIT button if there are no replys and you are replying to yourself !
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Re: Test Drive unlimited - handling editor / editing / hack

Postby TeamRetox » Mon Aug 03, 2009 8:58 am

3B looks like a box for me in my hex editor ;o
Last edited by TeamRetox on Mon Aug 31, 2009 9:12 pm, edited 1 time in total.
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Mon Aug 03, 2009 2:11 pm

hehe no, 3B is , (comma).
i replace it, because car stats show up like this 1,2,3,4,5,6 but if you replace , with 3B 0A (comma + newline), then it would be like this:
1,
2,
3,
4,
5,
6,
so its much easier to see what value is what. specially because carstats are like that on newline. so i just put them both (1 car and stat descriptions) into notepad++ side by side and edit them by line number, otherwise you would have to count the comma places.
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Re: Test Drive unlimited - handling editor / editing / hack

Postby danialqayam » Tue Aug 04, 2009 7:45 am

man i tried everything u did while watching ur video tutorial..can u meet me on msn and teach me thru while doing this..so u can tell me details easily..just y the app crashes..even i did bring any changes just made new carphysics.db file to check if i m making errors..but i didnt make any..still..please help dude, i desperately want to change the carphysics to bring it to reality!!!..

much love..
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Re: Test Drive unlimited - handling editor / editing / hack

Postby nele88 » Tue Aug 04, 2009 1:53 pm

thank you so much!! it works perfect :D
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Tue Aug 04, 2009 2:57 pm

@ Nele: ofcourse it works.
@ Danial: here's few tips.
1. decrypt carphysics, but do not change it, dont even open it.
2. encrypte it (yes the same file you just decrypted)
3. now try to put it back into DB.bnk
4. test if it works

this is called, taking one step at a time. if it works fine, then move on, if not, then you fucked up something else (i can't even imagine what)

5. now repeate step 1.
6. open decrypted carphysics with HEX editor (xvi32 or hex workshop suggested)
7. find your desired car and change just HP
- count the comma places, HP is 18th (easy to find if you know how much hp this car has)
8. now save it with HEX editor
9. encrypt it
10. put it back into DB.bnk
11. now try again

if it fucks up, then i have no idea what you did wrong.
now if it works, then you can go the steps where you replace 3B with 3B 0A for easy reading, you just need to learn basics of HEX to understand WHY you are doing it and what those values are and how to see what is what.

Added "How to find car" into first post
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Re: Test Drive unlimited - handling editor / editing / hack

Postby danialqayam » Wed Aug 05, 2009 12:31 pm

dude, screw U!!!>....ur awesome....ur fucking awesome...
MAn ur shit man...i cnt believe it.....damn ur good...

ur awesome...

u knw waht, i made changes directly in the hex editor without changing the 3b0a and 3b hex strings..and guess what now it works..!!!
ur fucking awesome....I love uuuuuuu..



u rock man....


thanks a bunch...

finally i can get into reality!!!
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Wed Aug 05, 2009 1:36 pm

well then obviously you screwed up with the replacing part. as i explained, i do this to see it in lines, not in one continous line.
do not change the original file, instead make a copy of decrypted file as i explained, then copy your desired car out of it into new file and in that file replace 3B with 3B 0A. then compare it to the physics info so you can see by line number what is what (as seen in video), then change and save, then in hex change 3B 0A back to 3B, copy that part and paste into the original, over the car (also in video).
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Re: Test Drive unlimited - handling editor / editing / hack

Postby April » Sat Aug 08, 2009 3:26 am

server kicked me off for using this hack what do i do to by pass server check?

How do you by pass TDU server from kicking you if you use this tecnique to hack the game? I kept getting kicked off for having an "incoherence data"
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Sat Aug 08, 2009 3:24 pm

yes ofcourse it happens, this is why i called those tducentral guys a total retards. they was afraid that if somebody makes a handling editor, then ppl start using it online, they are so retarded that they don't know that there is a check.

yeah anyways, you can try memory editing and change your car's stats directly in memory. however im not sure if its so easy, because TDU uses encryption and values may not show up in memory, in the way they show up in decrypted file.
look into "Hacks / Cheats / Exploits / Trainers" sub-forum, at top you will fine few sticky threads, check those out. those explain basics of memory hacking. or here's few quite specific games, where i did the same thing:
Live for Speed
GRID closest thing is TurboBoost hack, read about that and look the tutorial (its all linked in there).

ofcourse if you just want to go faster and own online, then you can use one of the trainers available (google for them).

i have one idea if the values won't show up in memory, but its too complicated to explain, need to try it. however..here it is in few words.
put your value into new file, save, then encrypt it and open with hex, now search that value in memory. if its encrypted in memory too, then this is the way it should find it. then encrypt your own value, which you want it to be and change in memory. its just a tought, so im not putting any details before i have tested it.
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Re: Test Drive unlimited - handling editor / editing / hack

Postby April » Sat Aug 08, 2009 4:05 pm

Umm can't wait for this memory hacking lesson :) as i am clueless here i have used cheat engine 5.5 before but this is a bit harder
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Sat Aug 08, 2009 11:03 pm

indeed it's not easy if you don't know how memory works and what is HEX, but in few easy words:
HEX is just a computer language, you can get hex editor (XVI32 suggested) and open any of your text files in there and see how it shows it.
the method im using..is that i simply reading game loaded into memory (RAM) and so far i have not seen a tool that can show memory in plain text, it uses ASCii, which is the symbolic language (like text), but none of the memory tools use that as primary, because there's lots of values that can not be shown in ASCii.

if you open HEX view of game's memory in a memory editor (like CE, ArtMoney, Tsearch..etc), then you can see all the loaded files and data in there, just like it would appear in any file, only that if you make any change, it takes effect instantly.
but as i said, it may not show up in readable format, because TDU uses encryption.

just read thru the tutorials i have here and it should give you a good idea how.


UPDATE:
i just did a quick test and it still is possible to find the values in game's memory by simply searching. for example the first stat line "REF", searched it, found it. so you should be able to change carphysics in memory, directly, it means it will work online.
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Re: Test Drive unlimited - handling editor / editing / hack

Postby April » Thu Aug 20, 2009 11:14 am

could you step me through how to do memory hack? I use Cheat Engine.

How did you find teh first line "REF"
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Thu Aug 20, 2009 12:04 pm

don't use CE, it can probably do this, but i haven't used it, so i can't give any details about it. im using Tsearch
in Tsearch you just click on "HEX view" and there you click on magnifying glass (3rd icon from left) and this is where you enter the value.
REF is from the decrypted carphysics, it is first value of each car, but still TDU's memory doesn't make much sense. values are messed up and not in the same order as they are in the .db file.

there is very similiar discussion going on in the GRID hacking thread, there i have just explained to this guy how to compare the file to game's memory, but again with TDU its totally different, because TDU uses encryption, never the less the values seem to exist in decrypted forms.

ugh .. hard to explain in more detail. you can add me into msn if you want to discuss it (ill pm you my primary msn, but not on forum cuz pm doesnt work on forum, so check inbox on the main site, near where you logged in)
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Re: Test Drive unlimited - handling editor / editing / hack

Postby gigablaster » Sat Aug 29, 2009 4:18 am

Sethioz wrote:yes ofcourse it happens, this is why i called those tducentral guys a total retards. they was afraid that if somebody makes a handling editor, then ppl start using it online, they are so retarded that they don't know that there is a check.


so true...every game like this has online check...from fps to rts and racers, this is why most hacks edit directly the memory...btw their official tool allows online cheating, you can set any car to all-wheel-drive with it...the car magiaclly gains a lot of power and grip and you can set online records with edited car lol...

thanks alot for the tutorial sethioz...you made tdu fun again

oh btw have you found out what the values do? dont want to spend time figuring it out lol
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Sat Aug 29, 2009 12:33 pm

as about those file checks, 99% of games have it. for example Colin McRae rally 04 and 05 don't have any file check, i changed .csv files directly and was able to play online.

they are pretty much explained in the file once you decrypt it.
like power, speed..etc, but as i explained, combining them is other thing. you can change max speed to 2000, but it won't go 2000km/h, cuz car is too light and would 'take off'. so as soon as car loses contact with road it loses speed. also giving huge amount of power and making it hard, will make it handle very strange, but would get to 2000 i think.
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Re: Test Drive unlimited - handling editor / editing / hack

Postby youdgin » Mon Aug 31, 2009 4:38 pm

Made my Mv Augusta Tamburini to go 480 km/h and pretty drivable at that speed :). But I can not pass over 500 km/h for any car, is like something is stopping the car at this speed.
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Re: Test Drive unlimited - handling editor / editing / hack

Postby youdgin » Mon Aug 31, 2009 4:51 pm

And yes the shifting messes up because there has been set too much power to the car , well in other words if i set less power the shifting is better and still can achieve 450 km/h. Is pretty difficult when I don't know the car physics but is pretty entertaining to play around with this values :)).
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sethioz » Mon Aug 31, 2009 9:58 pm

i already explained that it's car's weight. downforce would also do, but i don't think that it even has downforce, it could be achieved by chaning lot of other values, but i haven't found a way (haven't touched tdu for month).
as about gears, i changed transmission to sequential (check my KITT video). you can clearly see that i can change gears very fast, without that fuck-up.
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Re: Test Drive unlimited - handling editor / editing / hack

Postby Sambo » Wed Sep 16, 2009 2:33 pm

Hey Sethioz, nice forum!! It's such a breath of fresh air compared to some other forums!!!

In any case, cheers for the info about TDU performance modding! I've been modding cars for a few days now and I have found out quite a bit of good info about it. I'll post what I've found so far as it will be useful for anyone modding TDU performance:


TDU PERFORMANCE MODDING TIPS

I found an easier way to view and edit the parameters inside 'DB.bnk\TDU_CarPhysicsData.db' (once it's been extracted and decrypted). Basically you can open the decrypted file in excel or some other spreadsheet program, just be sure to specify ';' as the 'delimiter' and you'll be fine. Once you've done this all the parameters for each car are in separate columns and rows. Then you can use copy & 'paste special\paste transpose' to copy all the parameter names ({REF},{Car_Brand} etc) from one column to multiple columns and then they line up with all the other columns of parameters and it's WAY easier to see what the fuck is going on!!

NOTE!!: DO NOT save the excel sheet over the top of your decrypted file!! This will not work... read on to find out how to do it...

Once you've made your modifications in excel, what you need to do is to open the original decrypted 'TDU_CarPhysicsData.db' file with notepad++. Now copy the the row that you've been working on out of excel and paste it into notepad++, replacing the original line for that car. Then do a find and replace on '\t' and change to ';' (no 's of course). This will put the parameters back in the original format.

NOTE!!: DO NOT SAVE YET!! There are 2 things that you will need to check when you use this method:
1. That there is a trailing ';' at the end of the line
2. That there is no blank line after your modified line.

Copying and pasting from excel will always result in these 2 things needing to be changed! If you find that TDU exits before the main menu comes up, there's probably a mistake in the 'TDU_CarPhysicsData.db' file.

Once you've done all that, you can save the 'TDU_CarPhysicsData.db' file and encrypt etc as normal. I tend to keep the excel file (saved as an excel format file) and use it to mod other cars etc and just copying the lines I want into notepad++.

Here is a copy of my spreadsheet you can use as a template which also has some look-ups to enable easier identification of each vehicle:
TDU_CarPhysicsData xls.zip
(73.35 KiB) Downloaded 287 times


GENERAL PERFORMANCE MODDING NOTES
A lot of the parameters in the 'TDU_CarPhysicsData.db' file are non-functional or informational only (they appear on the car's spec sheet) and don't affect performance at all. Generally the 0-100, quarter mile etc parameters have no effect. Below is a list of parameters which I have observed to have effects on the car's performance. Some, such as {Power_BHP} are self, explanatory, others, such as {Cx_Height} are a bit more difficult to understand. I have provided some details of the less obvious parameters further down this post.

Note that the i,f,h etc letters after the names of each parameter in 'TDU_CarPhysicsData.db' refer to the following:
i = Integer (whole) value only allowed
f = Floating (decimal) allowed
h = Characteristic Parameter (see below)
u & others = Game Database / File / Internal References

Straight Line Performance Parameters:
{Power_bhp}
{Red_Line}
{Drive}
{GearBox}
{Nb_Gears}
{Final_Drive_Ratio}
{Gear_ratio_1}
{Gear_ratio_2}
{Gear_ratio_3}
{Gear_ratio_4}
{Gear_ratio_5}
{Gear_ratio_6}
{Gear_ratio_7}
{Engine_Inertia}
{Gearbox_Inertia}
{Cx_Length}
{Cx_Height}
{Transmission_Primacy}
{Top_Speed_kmh}
{coef_accel}
{coef_brake}
{Brake_Balance}

Cornering Performance Parameters:
{Width}
{Lenght}
{Height}
{Track_Front}
{Track_Back}
{WheelBase}
{OverHang_Front}
{OverHang_Rear}
{Gravity_Center_Length}
{coef_overturning}
{SteerLock}
{coef_sharpness}
{Ride_Height_Front}
{Ride_Height_Rear}
{Ride_Height_Max_Front}
{Ride_Height_Max_Rear}
{Suspension_Lenght_Front}
{Suspension_Lenght_Rear}
{Suspension_Rate_Front}
{Suspension_Rate_Rear}
{Damper_Rate_Front}
{Damper_Rate_Rear}
{coef_suspension}

Parameters which affect Straight Line as well as Cornering Performance:
{Cx_Height}
{coef_grip} - Note: Also affects top speed!? (Seems to be a TDU physics engine quirk)
{Weight_Kg}

Other Parameters:
{Ignition_Time_Ignite}
{Ignition_Time_RevUp}
{Ignition_Time_RevDown}
{Ignition_RPM}



OBSCURE PARAMETERS
Here is a list of some of the more obscure or hard to understand parameters in the 'TDU_CarPhysicsData.db' file

{Engine_Inertia}
Higher = A 'heavier' engine which takes longer to rev up & rev down. This results in lower acceleration & increases post 'throttle off' wheelspin (ie; Makes throttle induced wheelspin continue for longer after you come off the gas).

{Gearbox_Inertia}
Higher = A 'heavier' gearbox which takes longer to rev up and down. This results in lower acceleration, less engine braking & higher initial revs required to start moving (eg in 2nd gear). This will affect 'throttle off' wheelspin as well, but to a lesser extent than 'Engine Inertia'.

{Transmission_Primacy}
This parameter controls the front/rear torque split on a car. 100 = all torque is transferred to the front wheels, 0 = all torque is transferred to the rear wheels. This parameter is mostly relevant when the 'drive' parameter is set to 4WD, however it appears to have a minor effect on non-4WD cars as well, so it should be set correctly according to the car's 'drive' type.
Note: a 50/50 torque split will yield the best handling but is also a bit boring, pushing more torque to the rear wheels will produce a more exciting driving experience.

{coef_brake}
This is a multiplier for overall braking performance. Higher = Better brakes

{coef_accel}
This is a multiplier for overall acceleration performance. Higher = Faster acceleration (will override 'Top_Speed_kmh' if gearing & redline allows)

{coef_overturning}
Higher = Less Understeer

{Gravity_Center_Length}
= Front Weight Distribution %

{Cx_Length}
= Coefficient Drag (front to back). Higher = More drag = lower top speed. If you set the drag low enough you can pretty much keep accelerating until you hit the rev limiter in top gear. If you are unable to make your car go as fast as you have set the maximum speed to (with a reasonable amount of horsepower), check that this setting isn't high (eg; 0.3+). Due to the peculiarities of the physics engine, this setting may not be able to be set to the real world figure, so you may have to adjust to suit if you are having top speed issues.

{Cx_Height}
= Coefficient Drag (downward) otherwise known as downforce. Higher = More downforce = you are pushed down to the road more = better handling. This is really cool because if you drive fast and then look at the car sideways you can actually SEE the car being pushed down! How cool is that!? This setting needs to be put up to 2+ to have any noticeable effect. This parameter also affects top speed (think of it as applying more of the car's power to the road. It's not really like this in real life, but it is in the world of TDU!). However, be aware that too much downforce can make a car unstable at high speed. Downforce and grip also need to be balanced, too much of either will also cause instability.

{Car_RealName}, {Model_Name} & {Version_Name}
The only way to override the 'natural' manufacturer's name is to change a 'Model_Name' to be the Manufacturer name plus the model and version and then put the the number for the modified 'Model_Name' into the 'Car_RealName' setting. This will then override both 'Model_Name' and 'Version_Name' and show only 'Car_RealName'.
Note: it is probably best to leave 'Model_Name' and 'Version_Name' set to '53338427' (= blank / unknown) if you do this.

{Ride_Height_Front} & {Ride_Height_Rear}
= Affects how high the car sits in relation to the wheels. This parameter appears to be aesthetic only and has no effect on performance.

{Ride_Height_Max_Front} & {Ride_Height_Max_Rear}
Sets the maximum distance the wheels can travel upwards from the road toward the body, or conversely, how far they can travel downward from the body toward the road. A setting of 1 would allow the center of the wheels to travel up as far as the center of the body. A setting which is too high will allow the wheels to actually travel under the road. The effect this parameter has appears to be aesthetic only and is best observed when cornering hard or going over large bumps (eg; the side of the road).

{Suspension_Lenght_Front} & {Suspension_Lenght_Rear} [Not 100% sure about this one, and yes, it is spelled incorrectly in the file]
Sets the length of the shock absorbers (or the lowest point that the wheels can move downwards in relation to the chassis). This setting seems to be backwards, ie; a lower setting results in longer suspension. There also seems to be an upper limit to this setting where the shocks cannot be any shorter (this may correlate to the 'Ride_Height' setting). To be honest, I can't actually tell what this does, or if it does anything at all as my results seem to be inconsistent.

{Suspension_Rate_Front} & {Suspension_Rate_Rear}
Shock absorber 'Spring'. Lower = 'softer' shocks (less spring strength), Higher = harder shocks (more spring strength). Needs to be adjusted in conjunction with the 'Damper_Rate' parameters as otherwise you can end up with an overly 'bouncy' or 'wallowy' car.

{Damper_Rate_Front} & {Damper_Rate_Rear}
Adjusts how much dampening strength the shocks have. Lower = Less Dampening (allows shocks to compress at a faster rate), Higher = More Dampening (restricts shocks to a slower rate of compression).

{coef_suspension}
Multiplier for suspension parameters. Lower = Softer / less springy, Higher = Harder / More springy

{coef_sharpness}
How fast the steering works. Lower = Slower, Higher = Faster.

{Brake_Balance}
Changes the distribution of the brake force between front and rear. 0 = 100% rear braking, 100 = 100% front braking.



SUSPENSION ADJUSTMENT NOTES
When adjusting suspension, I find that it is best to start with 'Ride_Height' to get the overall look of the car as you would like it, then check and adjust 'Ride_Height_Max' if your wheels are intruding on either the car body or the road. Now move on to 'Suspension_Rate' to limit maximum body movement as desired and you'll probably need to adjust 'Damper_Rate' as well to keep 'wallow / bounce' in check. I find in most cases that the front / rear pairs of settings between both 'Suspension_Rate' and 'Damper_Rate' are about the same or are exactly the same (eg; SR:100,80 & DR:100,80). Due to this, I tend to adjust all 4 at once by the same percentage and this seems to give the best results. 'Suspension_Lenght' doesn't seem to play a very big part (if any) in performance or aesthetics (that I can determine).

Note that setting suspension very 'hard' is not necessarily desirable as this will cause the car to loose grip more when traveling over bumps in the road. Another difficulty is finding a consistent, repeatable method to test your changes. I tend to find one piece of road (preferably with minimal traffic) with some corners, undulations and bumps and then try to drive it in the most consistent manner possible, ensuring that my speed, corner entry angle and steering input are as similar as possible between runs. It's not easy, but if you take a few runs to test each setting change then you should be able to get some consensus on the results. Also take note of the Driving Aid setting as this can dramatically alter your results if the setting is changed during testing.



'CHARACTERISTICS' PARAMETERS
'Characteristics' parameters are ones where you have the choice of a limited number of set options. Some of these have an effect on the performance of the vehicle, others are just informational.

Characteristic Parameters which affect Performance
Drive:
54356917 = 4WD
55356917 = RWD
56356917 = FWD

Note: You will also need to check/adjust 'Transmission_Primacy' to ensure that these settings work properly.

GearBox:
543531 = Auto
553531 = Semi-Auto
563531 = Sequential
573531 = Manual


Characteristic Parameters which are Informational Only
Engine_Localisation: (May affect location of engine sound)
543629 = Front
553629 = Central
563629 = Rear

Engine_Type:
543709 = 6-cyl in-line
544709 = V-twin
553709 = V8
554709 = Rotary engine
563709 = 4-cyl in-line
564709 = 3-cyl in-line
573709 = flathead 6-cyl
574709 = V16
583709 = V6
593709 = V10
603709 = V12
613709 = flathead 4-cyl
623709 = W12

Brakes_Characteristics:
5345936 = Double disc with 4-piston calipers
5355936 = Cross-drilled rotors and 8-piston high-performance brake
5435936 = Vented discs
5445936 = Single disc
5455936 = Cross-drilled rotors and 1-piston high-performance brake
5535936 = Discs
5545936 = Solid disc ABS
5555936 = Dual semi-floating petal Discs
5635936 = Drums
5645936 = Vented drilled discs
5655936 = Single petal disc
5735936 = Carbon-ceramic vented discs
5745936 = Solid disc
5755936 = Dual semi-floating disc
5835936 = Ceramic fiber discs
5845936 = Steel slotted vented discs
5935936 = VeDi-S-ABS
5945936 = Vented cross-drilled discs
6035936 = Di-S
6045936 = Dbl semi-float. drilled disc
6135936 = Di
6145936 = Fixed drilled steel disc
6235936 = VeDi-S
6245936 = Double drilled steel disc
10346936 = Di-S-ABS

Class:
73900264 = A
74900264 = B
75900264 = C
76900264 = D
77900264 = E
78900264 = F
78900264 = G


That's all for now, I'll update this post as I learn more! :)



MY CAR MODS
These performance mods are designed to work in conjunction with custom imported models for the corresponding cars. Basically with my performance mods I'm trying to get the cars as close to their real-world performance as possible, while still making them fun to drive (eg; In real life, the Veyron takes 10 seconds to stop from 400km/hr (which is pretty fucking fast!!), but this feels WAY too slow inside a game, so I generally don't stick with reality for this kind of thing. However, pretty much all of my cars have 100% accurate 0-100 and 100-0 times. Anyway, I'll post my completed mods here for anyone who's interested in using them. Note that I've made some custom name mods which may not line up with your vehicle name file (DB_US.bnk) so you may have to change the {Car_RealName}, {Model_Name} & {Version_Name} parameters back to their originals, otherwise you might get some strangely named cars! :D Note that these mod settings have now been fine-tuned for use with a wheel and pedals.

Cars I've finished so far
Note that I've had to manually wrap the settings lines because they're just too damn long to display. Just be sure to make them back into a single line again when you import them into your 'TDU_CarPhysicsData.db' file.

Bugatti Veyron (v2.3)
Replaces: Edonis
Settings:
1199178371;8649;60038407;59633427;73900264;1;1440800;56368917;60038407;1144182384;60038407;55438407;53338427;53338427;553629;623709;7993;1001;6000;1250;3300;6600;54356917;563531;7;
3,64;3,18;2,26;1,68;1,29;1,06;0,88;0,80;2;5735936;401;381;5735936;60338424;4;1999;4463;1212;1715;1618;2710;845;766;1888;150;150;219;192;65;65;133;133;100;100;100;20;45;0;0,35;1,50;45;45;60;
0,75;0,4;0,88;3000;1;74739427;92262406;55533427;5566317;2,5;5,7;407;103;0;0;0;10.3;230;143;1030;100;93;101;60;90;100;102;-1;1;303;303;1;100;303;109;

Porsche Carrera GT (v2.0)
Replaces: Farboud
Settings:
1218220598;74920;62938407;55438427;73900264;1;440000;55368917;6267567;1144453853;6247580;53503667;53338427;53338427;553629;593709;5733;605;8000;590;5750;8400;55356917;573531;6;4,44;
3,20;1,87;1,36;1,07;0,90;0,75;0;2;5735936;380;380;5735936;60338424;0;1320;4613;1166;1612;1587;2730;1016;867;1380;125;100;275;208;60;60;110;105;100;100;70;25;42;0;0,175;0,5;45;0;60;0,7;0,65;
0,8;4800;1;74739427;92262406;54533427;5566317;3,9;6,9;330;112;20;264;165;11,4;214;132;1000;98;86;100;70,8;90;106;104;-1;1;293;293;1;100;293;77;

2008 Skyline GT-R (v2.0)
Replaces: Nissan Skyline GTR R34
Settings:
924263229;8542108;53448407;61533427;74900264;1;69850;58538407;5956567;1209560423;5956567;53338427;53448407;53338427;543629;583709;3799;473;6400;588;3200;7000;54356917;563531;6;3,7;
4,056;2,301;1,595;1,248;1,001;0,796;0;2;5645936;386;386;5645936;59338424;1;1895;4655;1370;1590;1600;2779;863;902;1750;162;162;275;256;130;140;95;85;100;85;60;10;53;0;0,295;0,55;45;50;60;
0,4;0,6;0,5;3000;1;74739427;92261406;57533427;5566317;3,5;7,8;311;108;0;0;0;11.5;200;120;1000;105;76;103;78;98;100;100;-1;1;1040;1040;1;100;1040;111;

2007 Audi S3 (v2.1)
Replaces: Audi A3
Settings:
551683160;80715;58338407;60338427;77900264;1;44745;59368917;5376567;1209547961;5376567;53338427;58338407;62882366;543629;563709;1984;265;6000;350;2500;6350;54356917;563531;6;3,44;
3,357;2,087;1,469;1,108;0,85;0,7;0;2;5935936;345;310;5435936;53338427;1;1765;4230;1399;1522;1506;2578;892;760;1475;225;250;352;368;100;100;100;90;100;90;50;20;51;0;0,33;0,5;45;40;60;0,3;
0,35;0,9;3400;1;74739427;92261406;58533427;5566317;5,5;0;250;125;0;0;0;0;0;0;1000;103;76;88;71,4;85;100;100;80;0,5;211;211;1;100;211;79;

Audi S3 QST-MTM Tuned (v2.1)
Replaces: Audi A3
Settings:
551683160;80715;58338407;60338427;77900264;1;59745;59368917;5376567;1209547961;5376567;53338427;58338407;62882366;543629;563709;1984;380;6000;450;2500;6350;54356917;563531;6;3,44;
3,357;2,087;1,469;1,108;0,85;0,7;0;2;5355936;400;360;5435936;53338427;1;1765;4230;1399;1522;1506;2578;892;760;1475;225;250;352;368;100;100;100;90;100;90;50;20;51;0;0,33;0,5;45;40;60;0,3;
0,35;0,9;3400;1;74739427;92261406;58533427;5566317;3,9;0;300;116;0;0;0;0;0;0;1000;103;76;83;75;85;100;100;80;0,5;211;211;1;100;211;79;

Ariel Atom II 300 (v2.0)
Replaces: Caterham CSR 260
Settings:
624463359;898117;60648407;56538427;74900264;1;41995;55933407;5896567;1209546053;5896567;62993667;53338427;53338427;563629;563709;1998;300;8200;259;7600;8600;55356917;573531;6;4,1;
3,38;1,76;1,18;0,89;0,70;0,58;0;2;5435936;240;240;5745936;53338427;0;1829;3416;1100;1600;1600;2375;632;150;649;90;90;210;195;190;200;55;55;50;50;40;20;55;0;0,70;0,5;45;0;60;0,35;0,42;0,9;
5000;1;77678427;92262406;55533427;5666317;2,7;6,9;248;0;0;0;0;12,4;0;0;1000;101;148;100;66;95;100;105;-1;1;71;71;1;100;71;65;

BMW M6 (v2.0)
Replaces: Ford Mustang GT
Settings:
1221757198;77060;61038407;55438427;76900264;1;96795;54638407;5446567;1209545115;5446567;54403667;53338427;53338427;543629;593709;4999;500;7750;520;6100;8250;55356917;563531;7;3,62;
3,985;2,652;1,806;1,392;1,159;1;0,833;2;5645936;373;371;5645936;53338427;0;1855;4871;1377;1567;1584;2781;960;1130;1785;180;195;352;336;90;110;110;100;110;100;90;17;54;0;0,22;0,5;45;0;60;
0,85;0,4;0,9;3000;1;74739427;92261406;57533427;5566317;4,4;9,5;330;112;0;0;0;12,5;185;115;1000;103;84;100;50;78;100;100;-1;1;118;118;1;100;118;95;

Porsche 911 Turbo (997) (v2.1)
Replaces: RUF T12
Settings:
699182101;7932;60633407;53338427;74900264;1;129685;54638407;5926567;52942344;6266567;61893667;53338427;53338427;563629;573709;3596;480;6000;620;1950;6600;54356917;573531;6;3,44;3,82;
2,14;1,48;1,18;0,97;0,79;0;2;5735936;350;350;5735936;53338427;2;1852;4450;1300;1490;1548;2350;943;1002;1588;140;140;246;246;75;75;110;120;110;120;50;15;45;0;0,35;0,6;45;40;60;1;0,6;0,9;5500;
1;74739427;92262406;57533427;5566317;3,7;8,4;311;116;21,5;0;0;11,4;205,8;127,9;1000;97;84;89;75,6;90;110;100;-1;1;210;210;1;100;210;111;

Cars still in development
1991 Honda NSX

I will also be checking the following cars for accuracy and modding if necessary:
Audi RS4
Lamborghini Murcielago
Koenigsegg CCR
Lexus IS 350

In case you are wondering, yes, these cars represent my top 10 perfect garage :D (with the exception of the M6 & 911, which I respect), the details of which can be viewed here (down near the bottom of the page) for anyone who cares :)


HOLY FUCK THAT'S A LONG POST!! :D

More updates to come!

ENJOY!! :D


Edit (19/9/2009):
- Listed all parameters which affect the performance of the vehicle
- Added other 'Characteristics' parameter details
- Updated 'Carrera GT' to v1.1 with latest tweaks to fix top speed, 0-100 & 100-0km/hr performance
- Re-wrote 'Suspension Adjustment Notes' to reflect new information
- Added 'Audi S3' & 'S3 QST-MTM Tuned' settings to my completed models

Edit (26/9/2009):
- Minor changes to descriptions of 'Gearbox_Inertia' and 'Transmission_Primacy'
- Added 'Ariel Atom 2 300' settings! (This is a really fun car to drive!)

Edit (3/10/2009):
- Added BMW M6 & Porsche 911 Turbo settings to completed models
- Minor updates to all other cars
- Re-wrote 'Transmission_Primacy' sections to reflect new information
- Added detail to 'Drive' section to reference new 'Transmission_Primacy' info
- Added detail regarding letters after each parameter in 'TDU_CarPhysicsData.db'
- Added 'Class' settings
- Uploaded modify spreadsheet template

Edit (11/10/2009):
- Corrected S3 gearbox setting (should be sequential, not manual)
- Fine-tuned all cars for use with a steering wheel and pedals. All cars are now final! (v2.0), but I still have to do the NSX.

Edit (13/10/2009):
- Adjusted Veyron handling slightly to improve high-speed cornering (now at v2.1).

Edit (5/2/2010):
- Adjusted Veyron acceleration and top speed for v1.2 of the Veyron model, which also resolved the 'stuck revs' issue! (Veyron now at v2.2).

Edit (7/2/2010):
- Adjusted Audi S3 & QST-MTM Tuned to correct 0-100 times (Both S3s now at v2.1). Also added additional notes for coef_grip & Cx_Height.

Edit (9/2/2010):
- Adjusted Porsche 911 handling (was too much oversteer), now at v2.1.

Edit (13/2/2010):
- Adjusted Veyron weight (I had it set incorrectly!) and high speed handling (Veyron now at v2.3).

Edit (14/3/2010):
- Corrected entries for 'Gearbox Inertia' & 'Engine Inertia' as they were incorrect!

TDU Handling Editor, TDU Car Editor, TDU Vehicle Editor, TDU Physics Editor, TDU Handling Editing, TDU Car Editing, TDU Vehicle Editing, TDU Physics Editing, Test Drive Unlimited Handling Editor, Test Drive Unlimited Car Editor, Test Drive Unlimited Vehicle Editor, Test Drive Unlimited Physics Editor, Test Drive Unlimited Handling Editing, Test Drive Unlimited Car Editing, Test Drive Unlimited Vehicle Editing, Test Drive Unlimited Physics Editing
Last edited by Sambo on Sun Mar 14, 2010 5:00 am, edited 29 times in total.
Sambo
Allie
Allie
 
Posts: 37
Joined: Wed Sep 16, 2009 1:01 pm

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