rec.autos.simulators

N2: .lp files help.

Ford Prefe

N2: .lp files help.

by Ford Prefe » Mon, 19 May 1997 04:00:00

Hello,

  Can someone help me with the .lp files used in N2?

  I know (I think I know) that the first group of numbers
has to do with the speed of the AI cars.  The third group
of numbers has to do with the line, or offset of the
line, the AI cars will run.  I've had some luck changing
these numbers and causing the cars to run a different line.
  Does anyone know what the 2nd group of numbers does?
I've zeroed them out but I can't see a difference in AI
car activity during a race.
  My main goal is to keep the cars coming out of the pits
of Talladega from moving onto the middle of the track
midway down the backstretch at a whopping 160mph.
  A secondary goal is to keep AI cars from slowing down
drastically in T1 for cars coming out of the pits.  I
figure by moving the racers up a little and moving the
pitters to the left a little might help.
  Without knowing what the 2nd group of numbers is I'm
not so sure I'm not wasting time in this little adventure.

Thanks

Michael E. Carve

N2: .lp files help.

by Michael E. Carve » Mon, 19 May 1997 04:00:00


:   Can someone help me with the .lp files used in N2?

:   I know (I think I know) that the first group of numbers
: has to do with the speed of the AI cars.  The third group
: of numbers has to do with the line, or offset of the
: line, the AI cars will run.  I've had some luck changing
: these numbers and causing the cars to run a different line.
:   Does anyone know what the 2nd group of numbers does?
: I've zeroed them out but I can't see a difference in AI
: car activity during a race.

To the best of my knowledge the middle column is for the "angle" of the
car.  Positive it's pointing/turning left and negative it's
pointing/turning right.

:   My main goal is to keep the cars coming out of the pits
: of Talladega from moving onto the middle of the track
: midway down the backstretch at a whopping 160mph.

Doubt you will be able to help this much.  Though you will be able to
make them come out of the pits on the apron a little bit faster than
they are, this way they may have a little more speed when the move to
the middle of the track.  The way it seems to work is that the pit.lp is
used up to a point and then the race.lp (min & max) kick into play.

:   A secondary goal is to keep AI cars from slowing down
: drastically in T1 for cars coming out of the pits.  I
: figure by moving the racers up a little and moving the
: pitters to the left a little might help.
:  

Moving the pitters left a little might help, but I doubt it.  Moving the
racers up the track would be unrealistic (but then so is their slowing
down for the pitters).  I agree, it's the pits!

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Tom Hanse

N2: .lp files help.

by Tom Hanse » Tue, 20 May 1997 04:00:00

Problem with this is the AI cars might kill you on green flag stops.  You
can only accelerate as fast as you can.  I don't see this as too much of a
problem using the modified taladega AI from the pits.  This uses a higher
racing groove in the corners to allow the AI cars to run side by side more
- desireable for restrictor plate racing.

/THansen

ps.  I have a new version of the taladega AI that is almost ready for prime
time.  It is a big improvement.  Still needs a little bit of work - the AI
cars are just a little too fast on the front stretch and you run the risk
of losing the draft there (running with rels=115).

F`la

N2: .lp files help.

by F`la » Wed, 28 May 1997 04:00:00

OK, maybe I have been under a rock too long or something, but just what do you
use to edit lp files?  I've attempted various things but somewhere along the
line someone must have made a program to do it if you all can work on them.
Where can I get this program?

Thanks!



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