Swapping car 3D models

Here is the story:

I have extremely realistic physics mods that took thousands of hours to model for popular supercars and hypercars.

10$ paid mods feel like absolute arcade games compared to these high fidelity physics mods. Cars like F50, Mclaren F1, Senna, etc.

The problem is that these high quality physics mods come with free donor 3D models that are not good quality.

The paid mods have much more realistic 3D models (but handle very arcade).

I’ve heard that it’s not easy to swap a 3D model with another one in AC.

Does anyone know a magic bullet that would make it easy to swap car models so we can have the hyper realistic 3D model coupled to the hyper realistic physics?

edit: oops, should have posted this in the mods sub forum (
 
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Swapping models is the easy part. Its getting the wheels to line up correctly after which is hard.

You quite literally just swap the KN5 and change a line in car.ini to call on that model. Like I said tho, the wheels are gonna be out of line which requires changes to the suspension.ini to correct. Then after changing the suspension, physics also change.

I was told theres another way to line up the wheels with CM but that never worked for me.
 
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If the wheelbase & track match, it's a simple matter of changing graphics offset in car.ini to match the new model. If they're not the same then either the physics or the model is not as "hyper realistic" as you say. There is a lateral offset option for wheels in suspensions.ini if the wheels are in the wrong spot that way (which only adjusts graphics, not physics) too.

Dashboard items, mirrors and lights (digital_instruments and analog_instruments ini, mirrors.ini, lights.ini) will have to stay with the kn5 they started with, they use arbitrary object names.
 
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So was I wrong in saying adjusting the suspension.ini will affect the physics?
Specifically this part is graphics only, the rest affects physics
Code:
[GRAPHICS_OFFSETS]
WHEEL_LF=0.0					;Left front graphical offset of the wheel positioning in the x axis (width). + is left - is right movement
SUSP_LF=0.0					;Left front graphical offset of the suspension positioning in the x axis (width). + is left - is right movement
WHEEL_RF=-0.0					; Right front as above
SUSP_RF=-0.0					; Right front as above
WHEEL_LR=0.0					; Left rear as above
SUSP_LR=-0.0					; Left rear as above
WHEEL_RR=-0.0					; Right rear as above
SUSP_RR=0.0				; Right rear as above
 
Specifically this part is graphics only, the rest affects physics
Code:
[GRAPHICS_OFFSETS]
WHEEL_LF=0.0                    ;Left front graphical offset of the wheel positioning in the x axis (width). + is left - is right movement
SUSP_LF=0.0                    ;Left front graphical offset of the suspension positioning in the x axis (width). + is left - is right movement
WHEEL_RF=-0.0                    ; Right front as above
SUSP_RF=-0.0                    ; Right front as above
WHEEL_LR=0.0                    ; Left rear as above
SUSP_LR=-0.0                    ; Left rear as above
WHEEL_RR=-0.0                    ; Right rear as above
SUSP_RR=0.0                ; Right rear as above
I re-read what you originally wrote, wasnt reading attentively enough.
 
If the wheelbase & track match, it's a simple matter of changing graphics offset in car.ini to match the new model. If they're not the same then either the physics or the model is not as "hyper realistic" as you say. There is a lateral offset option for wheels in suspensions.ini if the wheels are in the wrong spot that way (which only adjusts graphics, not physics) too.

Dashboard items, mirrors and lights (digital_instruments and analog_instruments ini, mirrors.ini, lights.ini) will have to stay with the kn5 they started with, they use arbitrary object names.
I do have another question Stereo .Who determines car`s 3d model offset? the AC engine or it can be adjusted in 3dsmax/blender......?
 
I do have another question Stereo .Who determines car`s 3d model offset? the AC engine or it can be adjusted in 3dsmax/blender......?
Lots of things change it, that's why there's the car.ini offset so you can easily correct for whichever of them apply. Ultimately what that offset means is the CoG coordinates in max/blender, so you can move the mesh to put that at 0,0,0 or move the offset or whatever you want.
 
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Lots of things change it, that's why there's the car.ini offset so you can easily correct for whichever of them apply. Ultimately what that offset means is the CoG coordinates in max/blender, so you can move the mesh to put that at 0,0,0 or move the offset or whatever you want.
So an offset like 0, -0.40.0 will reduce the COG (reducing the 3d model height) = changing the physics towards that value change? Right ?
 
Swapping models is the easy part. Its getting the wheels to line up correctly after which is hard.

You quite literally just swap the KN5 and change a line in car.ini to call on that model. Like I said tho, the wheels are gonna be out of line which requires changes to the suspension.ini to correct. Then after changing the suspension, physics also change.

I was told theres another way to line up the wheels with CM but that never worked for me.
What line do you change in the car.ini?
I have looked at multiple and couldn't find an example of where this could be.
 
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