rec.autos.simulators

GP2: Changing num. of breakdowns?

sli..

GP2: Changing num. of breakdowns?

by sli.. » Sun, 21 Sep 1997 04:00:00

  Does anyone know whether it is possible to change (increase or
decrease) the probability, i.e. number, of breakdowns over a season
for the player? Using an editor (GP2Edit - Wow!) we are able to change
the failure properties of any of the cars, but this only affects the
computer cars, and not the player(s). Correct?
  Maybe 'breakdowns' are set to a default value, and you are only able
to turn the property off/on??
 Anyone know for sure? Thanks for any replies - email or newsgroup.

                Rob.
                Hamilton, New Zealand.

Karim Khal

GP2: Changing num. of breakdowns?

by Karim Khal » Tue, 23 Sep 1997 04:00:00


>  Does anyone know whether it is possible to change (increase or
>decrease) the probability, i.e. number, of breakdowns over a season
>for the player? Using an editor (GP2Edit - Wow!) we are able to change
>the failure properties of any of the cars, but this only affects the
>computer cars, and not the player(s). Correct?

The 'failure rate' setting that you set up for the team (in the same
menu as qual and race bhp in the editors I have seen) seems to affect
the player team as well, both cars. I remember starting a new 1996
season in which I wanted to play a Minardi-type new team, and gave my
team the same failure rate. My first 4 races ended with 2 engine and
one suspension failure, with my team-mate scoring 2 DNFs. I got really
bored after I had to haul my car through the whole straight line back
to the pits in Canada on 3 wheels (I've been leading the race).
I got back into the editor, gave my team the Williams failure rate,
saved in both the f1gstate and gp2.exe files to make sure, and voila:
I ran something like four races without a hitch (I started a new
season afterwards). I've been running 100% length races, the program
might have been using this to decide before the race whether or not my
car will fail.

Karim


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