Didn't each chassis manufacturer in GPL have it's own unique feel straight
outta the box without a patch? <wink/grin>
-Cheers!
Didn't each chassis manufacturer in GPL have it's own unique feel straight
outta the box without a patch? <wink/grin>
-Cheers!
Yes, you're right -- and isn't it just like those damned Papyrus
bastards to include EVERYTHING right out of the box, thus robbing us
3rd party-types of all the enjoyment we derive from helping make the
end result a little closer to perfect?
;-)
-- JB
F1CS2K Rank 87.003
http://f1cs2krank.dhs.org/
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Don't ya think MINARDI or ARROWS wishes they could just "drop" a Mercedes
engine in the back of their mounts anytime they wanted?
-Cheers!
Don't ya just love those 3rd party folks? <G>
LOL! Yeah, but it seems like Prost got their hands on their own
version of the "engine swapper" thingy for 2001, so perhaps life
imitates art in this instance?
;-)
-- JB
F1CS2K Rank 87.003
http://f1cs2krank.dhs.org/
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> > Didn't each chassis manufacturer in GPL have it's own unique feel
straight
> > outta the box without a patch? <wink/grin>
> > -Cheers!
> Actually the cars are different in F1cs2k. I started in a Jordan,
and
> have put together some very misrable times. It was very hard to put
the
> power down when exiting from slow corners. And I had to be very
gentle on
> the curbing, couldn't seem to run the same line as the AI when
bouncing over
> curbs.
> Recently I have switched ot the Mclaren and the difference is
profound.
> In the past, I'd be feathering the throttle just to keep the tires
from
> lighting up
> coming out of many corners, now with the Mac, I almost have to force
myself
> to POWER out of corners and use the curbing,...much easier car to
drive.
> What I think John's utility does is let you change YOUR cars phyics
> slightly and not mess up the AI. I had made several small changes to
the
> tires and engine flywheel and inertia based on info I got here. When
I
> swapped to the Mclaren(and made the same changes to it), I left the
new
> numbers on the Jordan. It was a mess, that car was spinning several
times a
> lap. Finally I went back and put in the default values again
> and the AI Jordan was a top 6 car.
> dave henrie
Here is a quick look at what differs between the values in the *.veh
file for Schumacher's Ferrari and the *.veh file for Diniz's Sauber:
=======================
FILENAME: B16gpxa.veh
VEHICLE: Sauber - Pedro Diniz
[GENERAL]
inertia=(2000.00,2500.00,1000.00) [NO VARIATION]
[ENGINE]
variations in auto_shift_rpm values
variations in maximum_rpm values
variations in rpm_torque values
[CONTROLS]
variations in braking_ratio values
[FAILURES]
variations in all values
=======================
FILENAME: G03gpxa.veh
VEHICLE: Ferrari - Michael Schumacher
[GENERAL]
inertia=(2000.00,2500.00,1000.00) [NO VARIATION]
[ENGINE]
variations in auto_shift_rpm values
variations in maximum_rpm values
variations in rpm_torque values
[CONTROLS]
variations in braking_ratio values
[FAILURES]
variations in all values
=======================
Note that the "inertia" value is EXACTLY THE SAME for in every
vehicle's *.veh file. Basically, the values listed above are the ONLY
values that seem to change from one *.veh file to the next; the only
other thing that seems to change is the "Malfunction%" value.
Like you, I also noticed that the various cars feel different using the
stock values, but I guess a lot "feel" for me may come from the engine
response curve, the engine's torquiness, its redline, and the chassis'
assigned braking characteristics. This WOULD account for different on-
track behavior from vehicle to vehicle, but I expected to find the
unique parameters for each chassis to encompass more than just engine-
related and braking variables.
Now, granted, most F1 cars are SIMILAR, but if the engines were the
only difference, then it would be a spec series and all the teams would
just buy Dallaras and slap their own engines in, right? <G> And we
know that's NOT the case, given all the money they spend on chassis
development.
What my patch does is alter the yaw, pitch, and roll values, plus the
tire stiffness and engine inertia values (to eliminate the stock "heavy
flywheel" effect and make the engines more rev-happy). I use slightly
different yaw/pitch/roll values for each chassis to give it different
characteristics, and stock tire stiffness and engine inertia values
across the board (albeit more aggressive than the stock values). The
*.SVM files included in my patch are what "normalize" the AI physics
parameters, allowing the AI to use stock, out-of-the-box physics, while
the player's selected car uses the modified advanced physics parameters.
FWIW, I just discovered an error in the BAR physics files in the most
recent version of my patch, and I also found that the tire stiffness
value was a bit too relaxed, so I've released a NEW version of the "F1
Championship Season 2000 All Chassis Patch" -- this version now
includes the "F1CS2K Original Chassis Patch" in a single download. Get
it here:
http://irlinsider.adnetweb.com/sims/F1CSAllChassisPatchV1.zip
Check the readme files, back up your stuff first, etc., etc., blah,
blah -- you know the drill.
Barring other unforseen errors, this should be the final version -- at
least for a while. If/when I do another version, I hope to include a
nifty front-end installation program. Until then, this should
suffice. As always, feedback is always welcome.
Enjoy!
-- JB
F1CS2K Rank 86.692
http://f1cs2krank.dhs.org/
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