Physics modding of base cars
I made a post about this last week in the main ACEvo subreddit, then found this one. I want to make a car in game to match my actual track car, a lightly modded BMW M2. My M2 has a bit better engine specs, more adjustability in the suspension settings, wider tires, and an aero package.
Last week I managed to extract the files from content.kspkg and could change data files in the SDK. I got stuck trying to export the modified car because the extracted files don't have .fbx mesh files in them, they have some other mesh file type that isn't playing nicely with the SDK.
I made a bit more progress tonight I think. I confirmed that if I go into the games root folder, rename content.kspkg to something else, then copy in all the extracted files from within content.kspkg, the game runs with the extracted version instead. I copied my engine data file from my modded car in the SDK files and saved it over the base M2 engine data file in the extracted content folder. Its hard to confirm because I can't drive them side-by-side, but I'm pretty sure it took.
Ideally I'd like to add a modded car as an additional option and have an updated mesh for the exterior to display a wing and front splitter. But for now, I'm able to make changes to how the car behaves and that's a big step closer to my goal.
For the mod, I rewrote the engine torque curve to match dyno data from an M2 manual with M2 CS coding applied. This adds about 60 horsepower and balances out the torque across the rev range compared to the base data in the game. My next attempts will be to make some suspension parameters more adjustable and hopefully figure out how aero adjustments work in the SDK to add downforce.
If anyone has done something similar to what I'm trying to do and has tips or better ways to accomplish it please tell me.