rec.autos.simulators

Is it possible to copy the physics from F1Rs to MGPRS2?

Stewar

Is it possible to copy the physics from F1Rs to MGPRS2?

by Stewar » Mon, 30 Aug 1999 04:00:00

I have just loaded F1RS after receiving it with my Logitech wheel.  I
already have MGPRS which has pretty rubbish physics (even after downloading
some race set- ups).  Much to my amazement F1RS plays and drives much better
than MGPRS but the graphics are not quite as good.
I was wondering if there is any way of copying the F1RS game physics to
MGPRS and if so how is it done?
Please do not tell me to go out and buy GPL as already own and love this
game but I still like a straight forward contemporary F1 game.

Cheers

Stewart

Galley_WorldDrive

Is it possible to copy the physics from F1Rs to MGPRS2?

by Galley_WorldDrive » Mon, 30 Aug 1999 04:00:00

Yeah, the cars in MGPRS2 are way too "slidey"!  I haven't been able to tune
it out.  That just killed the game for me.  F1RS, on the other hand is
great.  There's GOT to be  a way to do it.

--
          Galley's guide to World Driver Championship
29 track maps, and data for all the events, teams and cars
           Also, codes, ghost laps, forum and survey.
                 http://worlddriver.homepage.com/


Mr. Blac

Is it possible to copy the physics from F1Rs to MGPRS2?

by Mr. Blac » Mon, 30 Aug 1999 04:00:00

If there is, why not just bring the cherry picker over here and pull out the
GPL physics engine and throw it in all racing sims we have.  HMMM, GPL
physics in pole position?  Err not.  Well I can only dream (I do have
nightmares occasionally)

JB

Aaron Menchion

Is it possible to copy the physics from F1Rs to MGPRS2?

by Aaron Menchion » Tue, 31 Aug 1999 04:00:00

Yeah, but aren't real FI cars more "slidey" now with the grooves in the
tires?  I don't think F1RS simmed the grooves (or did it?)


> Yeah, the cars in MGPRS2 are way too "slidey"!  I haven't been able to
tune
> it out.  That just killed the game for me.  F1RS, on the other hand is
> great.  There's GOT to be  a way to do it.

> --
>           Galley's guide to World Driver Championship
> 29 track maps, and data for all the events, teams and cars
>            Also, codes, ghost laps, forum and survey.
>                  http://worlddriver.homepage.com/



> > I have just loaded F1RS after receiving it with my Logitech wheel.  I
> > already have MGPRS which has pretty rubbish physics (even after
> downloading
> > some race set- ups).  Much to my amazement F1RS plays and drives much
> better
> > than MGPRS but the graphics are not quite as good.
> > I was wondering if there is any way of copying the F1RS game physics to
> > MGPRS and if so how is it done?
> > Please do not tell me to go out and buy GPL as already own and love this
> > game but I still like a straight forward contemporary F1 game.

> > Cheers

> > Stewart

Galley_WorldDrive

Is it possible to copy the physics from F1Rs to MGPRS2?

by Galley_WorldDrive » Tue, 31 Aug 1999 04:00:00


You would think that UbiSoft is using the same file systems for the two
games.  (I haven't checked, but wouldn't know what to look for, anyways).
If they could be found , they should be able to be copied from F1RS to
MGPRS2.

--
          Galley's guide to World Driver Championship
29 track maps, and data for all the events, teams and cars
           Also, codes, ghost laps, forum and survey.
                 http://worlddriver.homepage.com/

Dan Belch

Is it possible to copy the physics from F1Rs to MGPRS2?

by Dan Belch » Wed, 01 Sep 1999 04:00:00

I was playing F1RS today, just to test out the physics, so I purposely spun the
car at Eau Rouge to see if the car would slide into the gravel trap and hit the
tire wall.  My results were:  the car did not slide straight on.  Even with the
tires locked, the car remained stuck to the track very well and just rotated
itself back onto the track.  Very unrealistic.  Also, when I did manage to get
into the gravel, the car would grip unrealistically hard and slow down so much
that you can't hardly wreck.  Now is it just me or is this a good example of
how crappy the physics are on F1RS?  I mean, come on, even on Carmageddon2 ,
the car slides when it is spinning!  ;)

Dan Belcher
Team Racing Unlimited

John Hartridg

Is it possible to copy the physics from F1Rs to MGPRS2?

by John Hartridg » Wed, 01 Sep 1999 04:00:00




>> Why does there HAVE to be a way to do it?

>You would think that UbiSoft is using the same file systems for the two
>games.  (I haven't checked, but wouldn't know what to look for, anyways).
>If they could be found , they should be able to be copied from F1RS to
>MGPRS2.

The "physics" are not just stored in a file in the same way the graphics
elements are - they are coded into the executable of the game.  To copy
the physics would require extracting the physics part of the code and
inserting it into the executable for MGPRS2.  It would be impossible to do.
Nice idea though - just copy the file "physics.cfg" - even better if all
racing
games had the same format for the same file, then you could swap whichever
"physics" you liked into whichever "look" you like - Nascar look with GPL
physics ?  TOCA that handled like F1 ?

John

schmikl

Is it possible to copy the physics from F1Rs to MGPRS2?

by schmikl » Wed, 01 Sep 1999 04:00:00



Dan, you can never compare any of the physics effects when using different
input devices. Eg, when using the FFprofile of the thrustmaster, the speed
loss in the gravel is clearly different from the Logitech FF wheel. Among
other things, the Logitech profiler can adjust some to a certain degree,
such as the damping effects etc.
I tried the same thing as you did, but with no FF on. No problem going out
into the gravel, and I did hit the wall. But the speed wasn't that much
anymore. Then I put on the FF. Ha, first of all, it could easely correct the
car. But when I finally got it into a slide (a williams) I made a 360 degree
on the track before going off into the durt. Stopped almost immediately.
Putting the damping effect to zero, I knocked the car against the wall like
it was a daily habit !!

sandor


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