1. You need dummy bff's for your car (borrow them e.g. from zonda r mod by Autoprophet) in pakfiles/vehicles folder.
2. Ideally you need unpacked scion fr-s files because you will need a new (renamed to your car name) .crd, cdv, cgp, cdp. The last three are there to get animations for the driver and crd defines your car. In crd (a renamed copy of scion crd, which you should put in Scion folder in vehicles directory) change the name under
to your new physics files. This will tell your car which vdfm to look for (this defines physics, whether turbo is on or off and wheel/tyres pffsets)
3. now you need to take care of the physics files, which include :
a. vehicle.vdfm (the name in the text portion defines which vehicle's physics your car will utilize, so if you put there e.g. ruf rgt8 then your car will use ruf physics, and you want your own custom name name for your revised physics)
b. chassis.cdfbin (use scion chassis renamed)
c. collison files (use scion renamed)
d. engine.edfbin (hex edit power curve; each new rpm torque/power data is preceded by 24 8B 0A B7 71 83 02 hex values so first Signed Short after such string is the rpm, then there's the float for compression and then the float for torque.
e. gearbox.gdfbin (renamed scion might work, depending on new power curve)
f. statistics.mrdf
g. suspension.sdfbin (renamed scion should work)
h. turbo.tbfbin (use shiimiis' translation to hex edit the file here
I. tyres (copy scion tyres)
To get the car to show up in game you need to add an entry for your car in vehicles.lst file in vehicles folder (follow the structure of existing entries and point the game to your new crd).
You also need to add your car's tyres in tyreshd.xml which is in vehicles/physics directory and add your car in tire.rg file in vehicles/physics/tires.
Hope this helps a bit. Do use Shiimiis and JdougNY traslations because they show you which strings of bytes precede the data you need to hex edit in bin files (for hexediting I use 010 Editor). JdougNY will probably add more detail and correct my mistakes.
2. Ideally you need unpacked scion fr-s files because you will need a new (renamed to your car name) .crd, cdv, cgp, cdp. The last three are there to get animations for the driver and crd defines your car. In crd (a renamed copy of scion crd, which you should put in Scion folder in vehicles directory) change the name under
Code:
<prop name="Vehicle Physics Model" data=
3. now you need to take care of the physics files, which include :
a. vehicle.vdfm (the name in the text portion defines which vehicle's physics your car will utilize, so if you put there e.g. ruf rgt8 then your car will use ruf physics, and you want your own custom name name for your revised physics)
b. chassis.cdfbin (use scion chassis renamed)
c. collison files (use scion renamed)
d. engine.edfbin (hex edit power curve; each new rpm torque/power data is preceded by 24 8B 0A B7 71 83 02 hex values so first Signed Short after such string is the rpm, then there's the float for compression and then the float for torque.
e. gearbox.gdfbin (renamed scion might work, depending on new power curve)
f. statistics.mrdf
g. suspension.sdfbin (renamed scion should work)
h. turbo.tbfbin (use shiimiis' translation to hex edit the file here
I. tyres (copy scion tyres)
To get the car to show up in game you need to add an entry for your car in vehicles.lst file in vehicles folder (follow the structure of existing entries and point the game to your new crd).
You also need to add your car's tyres in tyreshd.xml which is in vehicles/physics directory and add your car in tire.rg file in vehicles/physics/tires.
Hope this helps a bit. Do use Shiimiis and JdougNY traslations because they show you which strings of bytes precede the data you need to hex edit in bin files (for hexediting I use 010 Editor). JdougNY will probably add more detail and correct my mistakes.