Anyone care to share the secret of converting the records.txt data to
mph?
--
Chuck Stuart - Mesquite TX USA
RaceTime utility program for Nascar1/Indycar2.
http://www.metronet.com/~cstuart/
Quoted text (7 lines)
> Anyone care to share the secret of converting the records.txt data to > mph? > -- > Chuck Stuart - Mesquite TX USA > RaceTime utility program for Nascar1/Indycar2. > http://www.metronet.com/~cstuart/Quoted text (20 lines)
> > Anyone care to share the secret of converting the records.txt data to > > mph? > > -- > > Chuck Stuart - Mesquite TX USA > > RaceTime utility program for Nascar1/Indycar2. > > http://www.metronet.com/~cstuart/ > In Nascar2 it is simple. > Track Length * 3600000 / record.txt time = MPH > example > Track Length 1.5 miles > record.txt time 30000 which represents 30.000 seconds > 1.5 * 60 * 60 * 1000 / 30000 = 180.000 > in N1 and ICR2 it varies for each track.On Tue, 31 Dec 1996 00:16:20 -0600, Chuck Stuart
>Anyone care to share the secret of converting the records.txt data to
>mph?
The RECORDS.TXT file has lap times in thousandths of seconds. So
"29476" means a record lap of 29.476 seconds. To convert to average
speed, multiply the *exact* length of the track in miles by 3600
(converting seconds to hours) and divide by the lap time in seconds.
At Atlanta...
1.522 miles * 3600 sec/hr / 29.476 seconds = 185.887 mph
The problem is determining the exact length of the tracks. You can
not necessarily trust the lengths quoted in the manual (as I did above
for the example). NASCAR1 was as much as 5% off in track lengths. :(
I haven't checked NASCAR2 yet. The best way to get the length of each
Papyrus track is to multiply a lap time (in seconds) by the matching
(ie: provided by the game) lap speed (in mph) and divide by 3600.
Pick one or more: Model Rockets (competition-NERCB) / PCs (even Atari!) /
Papyrus ICR-ICR2-NCR / Who needs a life when you have multiple non-lives?


































