rec.autos.simulators

Anyone tweaking the F1-2000 physics?

Ivo Frani

Anyone tweaking the F1-2000 physics?

by Ivo Frani » Thu, 20 Apr 2000 04:00:00

Hi,

I love the game, great fun. It's been a while since I enjoyed a modern F1
sim like this. The wait for GP3 and WSC will definately be easier now :-)

I can get decent frame rates with  everything on, so that's not a real
problem, but I am having second thoughts about the physics accuracy. Some
of the times people have been setting are way too fast. I tried
Silverstone for the first time yesterday, and after 20-30 mins I did a low
1:17, and was on pace to get into the 1:16's. This was done by using the
kerbs a fair bit, but still not driving over the grass! It seems to me the
cars have too much grip, and that the kerbs are just expentions of the
track. This was fun at first, since in RS2 thekerbs were a nightmare, but
the novolty soo wore off :(

I have been playing around with the TerraDry file, and adjusting the grip
and feel of the kerbs. As I have them now the kerbs are more *** so
you can't ride them too much, and with reduced road grip I feel the car
behaives much better. Now exiting slow corners you really have to feel
the throttle, and you can't just throw the car into corners like you could
before. I am about 1-2 secs slower now, but it's worth it.

What I want to know is if anyone else has done anything similar, or what
else you have tried to change. I'd really like to hear your experiences.
Hopefully we can all get together and make a new set of perameters for the
cars, and try and make them a universal update, like Physics v1.1 :)    

--

Ivo Franic

Peter Bergtro

Anyone tweaking the F1-2000 physics?

by Peter Bergtro » Thu, 20 Apr 2000 04:00:00

Tweakabiltiy is one of the most exciting aspects of F12K. We
might have to spend another few weeks racing before a consensus
is reached over which direction a modification should take. It's
generally agreed that laptimes are a little too fast. But why?
Too much grip? Top end too high? Improper car modelling?

One school of thought maintains that, given accurate physics,
it's only natural simmracers should surpass real times. Because:
1- We practice endless laps.
2- We pay no bodyshop bills.
3- We pay no hospital bills.
IMO, however, we should make it difficult to equal Hakkinen or
Schumacker. We like the challenge; it keeps us coming back for
more. This hasn't hurt GPL's enduring popularity.

How do we manipulate the files that ISI left lying around. You
assume eventually they'll get around to issuing some kind of
user guide. Otherwise, modmakes will proceed by T&E.

TFCOF=(.80) TFRR=(0.0) TFSink=(0.0) TFSound=dry TFBumpy=(0.009)
CFRest=(0.08) CFFrict=(0.4)
Some things are clear: under TerraDry TFCOF regulates grip and
TFRR, friction. Both when altered have an immediate effect on
racing. Both, I've notice, will lower speeds, especially TFRR.
The last two produce effects I find undectable.

The cars are more problematical. You can adjust Mass- a lot- too
raise or lower speed but this changes handling. I don't find an
easy way to adjust HP/WGT. Maybe via the power band. Eventually
we may want to manipulate the speeds of indiviual cars. Right
now I don't see how. Another question concerns Suspensions. Do
they differ? Each car has its own 'geometry'. Aerodynamics are
pretty uniform throughout except for so-called downforce and
drag coefficents.

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Andre

Anyone tweaking the F1-2000 physics?

by Andre » Fri, 21 Apr 2000 04:00:00

One problem with altering the grip is that already if you do a full lenght
GP with say a one stop stratergy, by midway the tyres are very squirmy
indeed. Lowereing the grip too much would make the cars then unrealistic.
Cheers, Andrew.



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