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

8 posts by 7 people · 29 Aug 1999 - 31 Aug 1999

Stewar 29 Aug 1999#488711
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
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 29 Aug 1999#488713
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
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
Quoted text (26 lines)> 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
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 Belcher 31 Aug 1999#489081
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
>> 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 31 Aug 1999#489083
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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