How To Download Real Cars In Gta 5

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Berk Boyraz

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Aug 5, 2024, 10:57:20 AM8/5/24
to deryningge
Myfriends and I have recently started making a video game. We were going to make it an open world simulator, but can't figure out if using real cars with the real logos is copyright infringement. How can we stay on the right side of the law here?

I'm not an expert, but I think that it's still copyright infringement on the design of the car. If you make a similar style of car, but not the same model, that's okay. There's tons of creative commons models of cars online, so I recommend using those.


Here you see an example of a selection of cars that were based upon real cars closely enough that they were instantly recognisable. They used names similar but not the same as the real names, in many cases using the car model's nicknames (Such as "Cossie" for the Ford Sierra Cosworth.


Mass produced functional items like cars aren't subject to copyright. What could get you in trouble is violating trademarks. It's not just name and logos the are trademarked, but also distinctive non-functional details like the front grill. Harley-Davidson even once tried to trademark the sound of their engines. A number of years ago Hummer ran advertisements in game magazines threating developers if they violated their trademarks. Cars can also be protected by design patents, but I don't know if such protection would extend to a depiction of a car in a video game.


I don't think there's any case law on this, and while my belief is that you would ultimately prevail in the courts if you, say, put a Ford Focus in your video game without permission, it would only be after a long and expensive battle. Regardless, the video game industry either thinks differently or has decided its not worth fighting these battles and either obtains permission to use real cars in their games (eg. most racing games), or makes up fake ones to include (eg. Grand Theft Auto and its various clones).


There exist design patents, and the possibility that the owners enforce it is very real. If you make something that is at first look recognizable as XYZ, then you are heading for trouble. With some luck, nothing happens, but you don't know that.

Depending on how serious the owners of the design patents are, this can get very expensive for you (but even a simple C&D may easily cost you a couple of grands).


Remember the 1980s TV series Miami Vice with the black Ferrari Daytona? Turned out they didn't buy a Ferrari, but used a kit car which looked very similar. That worked well until the day Enzo came up with a lawsuit.


Real Cars in City is a 3D simulation game where you must prove your driving skills in various unique race tracks. Go against artificial intelligence or friends, and collect stars for successfully completing races. You can use your stars to unlock cool new cars. In addition to your stars, you can earn money to spend on customizing and enhancing your car to better suit your play style. There are many impressive vehicles, a two-player mode, a free drive area, and even a battlefield area with Hot Pursuit. Make sure to complete the side quests to save up and buy your dream car! Do you have what it takes to be the best driver in town?


Real Cars in City is a 3D car simulation with superb graphics and various game modes. This game has realistic vehicle driving physics and quality graphics. There are 20 sports cars, 36 racetracks, 1 free ride area, a police chase area, and a crash derby area. There is a vehicle purchase and development system in the game. You can race against artificial intelligence or drive freely.Game Modes 1-Career mode: There are many areas in which you can test yourself in the career mode. These areas are "Racing", "Time Travel", and "Stunt" respectively. You can get a max of 108 stars in career mode.There are 12 racetracks in "Racing" mode. You will compete with 5 artificial intelligence and if you can enter the top 3 when the race is over, you will be entitled to move on to the next race track. When the race is over, you will earn money according to the time you complete the race. In addition, the drift points and flying points you get in the race will also earn you money. You will race against time in "Time Travel" mode. There are 12 racetracks in total. When you reach the finish line, you will rate it based on the time you achieved. Get star points from here. With these star ratings you will be able to buy new and super cars.


design no you can copy it, logo names and such you need permission commercial or not as they are property of the companies they represent. Just do the old name change Ford becomes Sword and Ka becomes La so a Ford KA becomes a Sword LA same thing for guns, if someone who cares enough about cars to know what car is what comes on i doubt they will complain, if anything they will be bragging to there friends about what car is what, same thing for guns though you can usually get away with leaving the company name out, so instead of Avtomat Kalashnikov 47 u say ar47 or Colt m4a1 becomes CTM4 not to hard to do and a hell of alot cheaper lolz.


Many thanks for your replies! It helped me much.

So Im going to make cars, that only look a bit like an original, but without beeing exactly their design.

Same with the names, so I think this might safe me from being attacked by any lawyers.


You cant use real car in your game. It is going even so far, that you have to pay (usually quite a lot), because car companies dont take it as advertisement and they even dictate you how much can their car in game crash and how much can be deformed (!!!). We are living in age of idiotism.


Is the same thing as if you deliver a complete free game, manufactores dont give a dam if you provide coins or simelons as payments to your customers this is all about intelectual property, free or comercial, i come from some years in rfactor modding scene and mods are not standalone games, it gives room for some risks but manufactors can and eventual will bitch about it, enduracers modding team were building porshe supercup mod for rfactor and they were contacted by porshe to drop imedeatly, as far as the info about was realeased, the best way is to become a designer of own designs, tbh is were relys a good racing indie game in my opinion.


This study, a meta-analysis of PEMS data from EU (Euro 6) and US (Tier 2 Bin 5/ULEV II) diesel passenger cars, documents the wide discrepancy that exists between official certification or type-approval emissions of nitrogen oxides (NOx) from new diesel passenger cars and actual NOX emissions from those vehicles during real-world, everyday operation.


This study analyzed the on-road emissions performance of fifteen new diesel passenger cars, twelve certified to the Euro 6 standard and three to the US equivalent (Tier 2 Bin 5), using portable emissions measurement systems (PEMS), which provide a continuous stream of vehicle data signals including emission rates, velocity, acceleration, road gradient and exhaust temperature.


Emissions were measured over 97 trips, totaling more than 140 hours of operation and 6,400 kilometers driven. The high temporal and spatial resolution of PEMS datasets permitted the analysis to link elevated NOx mass emission rates to the driving conditions that caused them.


This is the first systematic analysis of the real-world performance of modern diesel passenger cars, and the most comprehensive profile available of the on-road behavior of the latest generation of diesel passenger cars.


On average, real-world NOx emissions from the tested vehicles were about seven times higher than the limits set by the Euro 6 standard. If applied to the entire new vehicle fleet, this would correspond to an on-road level of about 560 mg/km of NOx (compared to the regulatory limit under Euro 6 of 80 mg/km). This is compelling evidence of a real-world NOx compliance issue for recent-technology diesel passenger cars, for both the EU and US test vehicles.


Performance differences among the vehicles tested indicate that the technologies for real-world clean diesels already exist. Some of the tested vehicles had average emissions below Euro 6 emission limits, suggesting that the technologies to achieve that level of performance are available, but that policies are not yet in place that can force manufacturers use these technologies and calibrate them to effectively control emissions over the majority of in-use operating conditions, not just those covered by the test cycle.


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Yes, of course. I knew that. However, I felt that it would be excellent if I could have a way to pick up landed Kerbals too close to pick up by plane and too far to walk. Also, it's for speedily tackling those long off- (or on-) Kerbin rover trips in style.


Most of these vehicles have alternate textures, using FSTextureSwitch from Firespitter. Almost all of the vehicles have an internal model, and most of them have a functional steering wheel, speedometer, fuel meter, and a car key, using RasterPropMonitor. The key is used to turn on the "engine", which works just like the Rovers'N'Roadsters mod. The Jeep Wrangler does not have any internal props at the moment.


This is a critical step as the car wheels do not work with the standard values. This is because KSP creates a collision radius around a wheel that detects if the wheel is "blocked", say, inside a fairing or retracted. With these cars, the wheel is naturally too close to the car collision and the result is a wheel that is always "blocked", and therefore unusable.


I suggest using IntakeAir like an intake and have that used for power, or intake + liquid fuel, it is possible to do. For your wheel blocked issue, correct me if I'm wrong, but I think there is an ignore wheel collider tag for the config. Never mind, I keep looking for a reference but can't find anything. I must have imagined it.

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