Race Sim Central
Rec.Autos.Simulators Archive

N2: Track.txt question - BLAP

5 posts by 4 people · 18 Dec 1997 - 20 Dec 1997

sli.. 18 Dec 1997#388176
Am I correct in assuming that the BLAP parameter in the track.txt files only affects the qualifying performance of the opposition? I changed the BLAP parameter to 51650 in the INDY.TXT file thinking that would mean the top drivers would qualify around 51.650 secs. Imagine my horror when I went to qualify to find that the top qualifiers raced around in 50.884!! :)) Can someone please explain to me why this happened, as I obviously am mistaken about the true purpose of the BLAP parameter. Thanks. I changed the RELS parameter from 98 to100 to increase the oppositions race speed(?)... in case that may have affected the BLAP?? Rob.
% Am I correct in assuming that the BLAP parameter in the track.txt % files only affects the qualifying performance of the opposition? % I changed the BLAP parameter to 51650 in the INDY.TXT file thinking % that would mean the top drivers would qualify around 51.650 secs. % Imagine my horror when I went to qualify to find that the top % qualifiers raced around in 50.884!! :)) % Can someone please explain to me why this happened, as I obviously % am mistaken about the true purpose of the BLAP parameter. Thanks. % I changed the RELS parameter from 98 to100 to increase the % oppositions race speed(?)... in case that may have affected the BLAP?? In theory: BLAP is the value that the AI drivers will "migrate" around. In other words about half of the drivers will qualify better than that number and the other half will be below it. RELS may have an effect on the BLAP. It also appears that BLAP may have an influence (minor if it does) over the speeds run during a race. If it does, I think it only applies to NASCAR Racing 2 and no the other Papy sims. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Doug Reichl 19 Dec 1997#388291
: % Am I correct in assuming that the BLAP parameter in the track.txt : % files only affects the qualifying performance of the opposition? : In theory: BLAP is the value that the AI drivers will "migrate" around. : In other words about half of the drivers will qualify better than that : number and the other half will be below it. RELS may have an effect on : the BLAP. It also appears that BLAP may have an influence (minor if it : does) over the speeds run during a race. If it does, I think it only : applies to NASCAR Racing 2 and no the other Papy sims. What, am I in everybodies kill file or what!?! ;) BLAP does in fact control ALL laps: Practice, Qualifying and Racing. This is not a number that the field will split, half above/half below. This is because BLAP, RELS, the numbers in DRIVERS2.TXT and the numbers in *.lp all make up a formula. A formula that has affect on lap times, the way the cars drive and the "ability" of a car to finish ahead of another. IF _all_ of the numbers for a particular driver are set to 500/501 for min/max in the DRIVERS2.TXT file, then they will drive laps that are EXACTLY equal to BLAP. Ex. 0 0 0 4 500 501 500 501 500 501 500 501 Alex_Zanardi Now set the BLAP to 30.000s. Alex will turn qualifying laps of exactly 30.000s, 100% of the time, each and every time you qualify with him. Never will he run 30.001, nor 29.999s. He will run 30.000s. Keep in mind that the numbers for POWER and TRACTION will both make the car go FASTER/QUICKER than the numbers for DRAG (which make the car go slower). Therefore, when you leave BLAP at 30000, but then have numbers GREATER than 501 in the DRIVERS2.TXT file, then that particular driver(s) will run laps QUICKER than BLAP. If there are 80% of the drivers greater than 501, then 80% will run quicker than BLAP. If there is only 3% greater than 501, then only 3% will run quicker than BLAP. Here is a hard core example of Milwaukee in ICR2. Baseline numbers 500/501 min/max and BLAP set to 20.000s. This is a lap of 185.733 mph. Here is how the numbers affected the lap speed: Power = 999 191.456mph Power = 1 180.341mph Traction = 999 191.456mph Traction = 1 180.341mph Drag = 999 180.332mph Drag = 1 191.447mph Note that Traction and Power have equal amounts of affect when used seperately. When used together, they can double the affect. If I put the traction and power both at 999, then the lap is 197.179mph. To break it down even further, using the example above, when the Power or Traction is ABOVE 500, the increase is equal to 0.0114689 mph per increment. And this is not a linear formula. So you will find that an increase of 3 might not equal 0.0344067 more mph. This is only an average over the entire range. The mid-range is actually the 501, not 500. Likewise, RELS affects ALL laps as well: Practice, Qualifying and Racing. Experiment with it for yourself. It's real easy to get good AI competition with the numbers in DRIVERS2.TXT, but since we now have LP file editors, it's actually possible to have GREAT AI competition. Just find where they are weak for you, then increase them slightly to accomaodate. Just remember that after adjusting them up in the LP file, you will have to turn them back down in the DRIVERS2.TXT file or you will get SMOKED!! ;) I'm sure people will post in regards to what they think it is supposed to mean, but believe me, I have experimented countless hours to get to know all of this. I am an AI tweaking fool. :) -- -------------------------------------
sli.. 20 Dec 1997#388422
Quoted text (7 lines)>What, am I in everybodies kill file or what!?! ;) >BLAP does in fact control ALL laps: Practice, Qualifying and Racing. This >is not a number that the field will split, half above/half below. This is >because BLAP, RELS, the numbers in DRIVERS2.TXT and the numbers in *.lp >all make up a formula. A formula that has affect on lap times, the >way the cars drive and the "ability" of a car to finish ahead of another.
...
Quoted text (15 lines)>Likewise, RELS affects ALL laps as well: Practice, Qualifying and Racing. >Experiment with it for yourself. It's real easy to get good AI >competition with the numbers in DRIVERS2.TXT, but since we now have LP >file editors, it's actually possible to have GREAT AI competition. Just >find where they are weak for you, then increase them slightly to >accomaodate. Just remember that after adjusting them up in the LP file, >you will have to turn them back down in the DRIVERS2.TXT file or you will >get SMOKED!! ;) >I'm sure people will post in regards to what they think it is supposed to >mean, but believe me, I have experimented countless hours to get to know >all of this. I am an AI tweaking fool. :) >-- >-------------------------------------
Thanks, you freaking fool... Oops! Sorry, that should be tweaking fool! :))) Thanks for all the information. My question has been answered. As soon as I finish my current season I will be downloading the new LP files from Mr Carver and co. I can't wait!! Rob.
pam-ma 20 Dec 1997#388423
<encoded_portion_removed> IGNvLiBJIGNhbid0IHdhaXQhIQ0KPg0KPiBSb2IuDQo=

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy