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Rec.Autos.Simulators Archive

Anyone tweaking the F1-2000 physics?

3 posts by 3 people · 19 Apr 2000 12:44 UTC - 19 Apr 2000 20:33 UTC

Ivo Franic 19 Apr 2000 12:44 UTC#276793
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 violent 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 Bergtrom 19 Apr 2000 16:11 UTC#276832
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. * Sent from RemarQ http://www.remarq.com The Internet's Discussion Network * The fastest and easiest way to search and participate in Usenet - Free!
Andrew 19 Apr 2000 20:33 UTC#276671
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. Peter Bergtrom <[email hidden]> wrote in message news:[email hidden]...
Quoted text (36 lines)> 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. > > * Sent from RemarQ http://www.remarq.com The Internet's Discussion Network
* > The fastest and easiest way to search and participate in Usenet - Free! >

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