rec.autos.simulators

(Q) GPL and Carsets

John Simmo

(Q) GPL and Carsets

by John Simmo » Thu, 03 Dec 1998 04:00:00

If anyone from Papyrus is watching, I'd like a direct and detailed answer
to the following questions:

1) What is the "preferred car number" setting for?  It has
   absolutely NO effect in the sim, either online or offline.

2) If I wanted to run an online league where all of the drivers
   got the same car number every time we raced, *exactly* how
   would I go about doing this?

3) How do we use different carsets when racing online? I
   assume that everyone racing would have to use the same
   carset.

4) Is it possible to add more cars (with car numbers higher
   than 20) to the car.dat file, and use THOSE cars for
   online races instead of using the first 20?

--
=========================================================
John Simmons - Redneck Techno-Biker (Zerex12)
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John Simmons - Barbarian Diecast Collector
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John Simmo

(Q) GPL and Carsets

by John Simmo » Thu, 03 Dec 1998 04:00:00


I successfully added a car (#21) to the dat file, but when I set "the
"Car Number" field to "21" in the player.ini, i still got #4, both online
and offline.

The next thing I'm going to try is changing the car number of one of the
AI drivers in the driver.ini file, and then setting his old car number to
my preferred car number.

Humorous note - Someone said something about the "pogo-stick effect" when
overwriting the GPL-AI.INI file - all you have to do is rename the file
and then start a race with AI cars.  They'll all bounce in their pit
stalls.  LOL

--
=========================================================
John Simmons - Redneck Techno-Biker (Zerex12)
http://www.members.home.net/jms1/index.html

John Simmons - Barbarian Diecast Collector
http://members.home.net/jsimm/diecast_index.html

If you want to send me email, go to either of the URL's
shown above & click "Send Me Mail" in the contents frame.
=========================================================

John Simmo

(Q) GPL and Carsets

by John Simmo » Thu, 03 Dec 1998 04:00:00



>>4) Is it possible to add more cars (with car numbers higher
>>than 20) to the car.dat file, and use THOSE cars for
>>online races instead of using the first 20?

>The next thing I'm going to try is changing the car number of one of the
>AI drivers in the driver.ini file, and then setting his old car number
>to my preferred car number.

This approach did not work either.

--
=========================================================
John Simmons - Redneck Techno-Biker (Zerex12)
http://www.members.home.net/jms1/index.html

John Simmons - Barbarian Diecast Collector
http://members.home.net/jsimm/diecast_index.html

If you want to send me email, go to either of the URL's
shown above & click "Send Me Mail" in the contents frame.
=========================================================

Trip

(Q) GPL and Carsets

by Trip » Thu, 03 Dec 1998 04:00:00


> Humorous note - Someone said something about the "pogo-stick effect" when
> overwriting the GPL-AI.INI file - all you have to do is rename the file
> and then start a race with AI cars.  They'll all bounce in their pit
> stalls.  LOL

ROFL!! this one is too funny! By the way, if you bypass the practice
session and go right to the race, they'll bounce their way down the
track when the flag drops...

Trips

John Simmo

(Q) GPL and Carsets

by John Simmo » Thu, 03 Dec 1998 04:00:00




>>>4) Is it possible to add more cars (with car numbers higher
>>>than 20) to the car.dat file, and use THOSE cars for
>>>online races instead of using the first 20?

>>The next thing I'm going to try is changing the car number of
>>one of the AI drivers in the driver.ini file, and then setting
>>his old car number to my preferred car number.

>This approach did not work either.

I then deleted the DRIVER.INI file, specified a "Car number" of "20", and
started GPL with 5 AI drivers.  I still get car #4.

Interesting side note - with no DRIVER.INI file, all of the AI cars in
the field are Brabhams with a car # of 0.

I sure wish Papy would step up to the plate here and tell us just how to
accomplish what I'm trying to do...

--
=========================================================
John Simmons - Redneck Techno-Biker (Zerex12)
http://www.members.home.net/jms1/index.html

John Simmons - Barbarian Diecast Collector
http://members.home.net/jsimm/diecast_index.html

If you want to send me email, go to either of the URL's
shown above & click "Send Me Mail" in the contents frame.
=========================================================

Don Wilsh

(Q) GPL and Carsets

by Don Wilsh » Thu, 03 Dec 1998 04:00:00

Wrong:

NROS racing has been fine...

hehe

dw

Marc J. Nelso

(Q) GPL and Carsets

by Marc J. Nelso » Thu, 03 Dec 1998 04:00:00

NROS?!  Me thinks you been inhailing the "NOS" over at WHRA...


> Wrong:

> NROS racing has been fine...

> hehe

> dw

--
Marc J. Nelson
SimRacing Online - http://www.simracing.com/

* Switch confused.net with concentric.net to reply...Confused-yet? *

Randy Cassid

(Q) GPL and Carsets

by Randy Cassid » Fri, 04 Dec 1998 04:00:00


The preferred car number (the carNumber field in the player.ini) is, in the
end, ignored.  Each player is assigned the car number from the AI car [s]he
would bump if that AI car had been in the field.  The host is always
assigned car number 4.

Have the drivers connect to the server in exactly the same order each time
you race.  I know this isn't practical, but you asked... :-()

Yes, each person should have the same carset installed.

There is no _practical_ way of doing this, though I suspect it would be
_possible_ for someone that has a lot of time, patience, a paint program, a
dat exploder, and a .3do or hex editor.

Randy

John Simmo

(Q) GPL and Carsets

by John Simmo » Fri, 04 Dec 1998 04:00:00





>> 1) What is the "preferred car number" setting for?  It has
>>    absolutely NO effect in the sim, either online or offline.

>The preferred car number (the carNumber field in the player.ini)
>is, in the end, ignored.  Each player is assigned the car number
>from the AI car [s]he would bump if that AI car had been in the
>field.  The host is always assigned car number 4.

Well, that's useful.  That makes it EXTREMELY difficult to run an online
league.  It seems like all of the functionality is pretty much in place,
and it wouldn't be too hard to implement it in a patch.

You're right - not practical... :-)

Well, this is a moot point since we can't get the same car number in
every race.

Again, a moot point since we can't be guaranteed the same car number.  
However, I did add a car to the dat file, and it didn't work anyway.  I
always get car #4.

Can you do me a favor?  Find the guy that made these decisions and punch
him in the face for me. :-)

--
=========================================================
John Simmons - Redneck Techno-Biker (Zerex12)
http://www.members.home.net/jms1/index.html

John Simmons - Barbarian Diecast Collector
http://members.home.net/jsimm/diecast_index.html

If you want to send me email, go to either of the URL's
shown above & click "Send Me Mail" in the contents frame.
=========================================================

David Ewin

(Q) GPL and Carsets

by David Ewin » Fri, 04 Dec 1998 04:00:00



> > 3) How do we use different carsets when racing online? I
> >    assume that everyone racing would have to use the same
> >    carset.

> Yes, each person should have the same carset installed.

Randy, a lot of people are hacking the game to install Honda and Cooper
in place of the fictional Murasama and Coventry.  Is this a problem for
online racing?

Thanks,

Dave Ewing

Randy Cassid

(Q) GPL and Carsets

by Randy Cassid » Fri, 04 Dec 1998 04:00:00






> >> 1) What is the "preferred car number" setting for?  It has
> >>    absolutely NO effect in the sim, either online or offline.

> >The preferred car number (the carNumber field in the player.ini)
> >is, in the end, ignored.  Each player is assigned the car number
> >from the AI car [s]he would bump if that AI car had been in the
> >field.  The host is always assigned car number 4.

> Well, that's useful.  That makes it EXTREMELY difficult to run an online
> league.

I'm sorry, but I think it's a bit disingenuous to say that _this_ makes it
EXTREMELY difficult to run an online league (you could probably choose a
whole host of _other_ reasons that do, in fact, make it difficult :-).  I
can see two advantages to everyone in a league having their own car number
throughout the season.

First, it might make it (slightly) easier to write a script to filter
exported race results, for the purpose of automatically tallying the
season's results.

Second, it is one mechanism by which a driver can tell who is driving a car
that they are overtaking, or being overtaken by.  While driving, however,
you can only read the number painted on another driver's car from a very
limited set of vantage points.  This makes car numbers practically useless
for this purpose.  (Paint jobs on these cars suffer much the same problem,
though to a somewhat lesser degree.)

We included the ability for a driver to choose their helmet color
specifically for this reason.  Since these are open***pit cars, you can
see the helmet of an approaching car from just about any angle.  In our
in-house league, if I see a Brabham in my mirrors with a yellow helmet
sticking out of it, I know it's Dave Kaemmer.  If I see a Lotus with a gold
helmet, I know it's Rich Yasi.  If someone sees a Brabham with a light-blue
helmet, they know it's me.  (I had wanted to put a small, properly colored
helmet icon next to each driver's entry in the "Entry List" page of the
Event Info, but we didn't have the resources or time to do so).

Randy

Randy Cassid

(Q) GPL and Carsets

by Randy Cassid » Fri, 04 Dec 1998 04:00:00



The only problem I can see is if the host of a multiplayer race changes
their driver.ini to use 'car_number's above 20.  Paint jobs don't exist
with numbers above 20, so anyone that is assigned a car number of 21 or
higher will get a paint job with an empty circle.

Randy

John Simmo

(Q) GPL and Carsets

by John Simmo » Sat, 05 Dec 1998 04:00:00





>>Randy, a lot of people are hacking the game to install Honda and Cooper
>>in place of the fictional Murasama and Coventry.  Is this a problem for
>>online racing?

>The only problem I can see is if the host of a multiplayer race changes
>their driver.ini to use 'car_number's above 20.  Paint jobs don't exist
>with numbers above 20, so anyone that is assigned a car number of 21 or
>higher will get a paint job with an empty circle.

I'm running a stock server as far as ini files are concerned, and I had a
race a couple nights ago with 8 cars out of 13 having a number of "0".  
It was the first race of the night and only one person had disconnected
in the interim.

This is just plain weird.

--
=========================================================
John Simmons - Redneck Techno-Biker (Zerex12)
http://www.members.home.net/jms1/index.html

John Simmons - Barbarian Diecast Collector
http://members.home.net/jsimm/diecast_index.html

If you want to send me email, go to either of the URL's
shown above & click "Send Me Mail" in the contents frame.
=========================================================


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