Can I DL the sports car mod and/or the various
user-made tracks (even the 'Ring is out, tho still
a beta with some bugs)? TIA.
John DiFool
Porting F1 2002 mods and tracks to F1 Challenge
John DiFool asked whether F1 2002 mods and tracks would work in F1 Challenge 99-02. Alex Cameron and Greg Dunn explained that tracks and mod seasons could be converted with folder restructuring, but physics files and old setups needed updating. Steve Smith gave setup and traction control advice and compared force feedback in NR2003 and GPL.
Automated summary.
Don't think so, altho not sure. Maybe somebody from SDT could jump in here.
Or even (gasp!) ISI.
"John DiFool" <[email hidden]> wrote in message
news:[email hidden]...
> Can I DL the sports car mod and/or the various
> user-made tracks (even the 'Ring is out, tho still
> a beta with some bugs)? TIA.
>
> John DiFool
>
I've already partially converted the 1995 and Turbo mods as separate
seasons, It's just a mater of renaming and updating files, very laborious
but not difficult. I've posted a quick and probably full of holes tutorial
on High Gear and Sim Bin forums.
Someone else as do the GT Mod for personal use, as far as I can see any cars
made for F12002 will convert across with just a bit of renaming and updating
text files. Tracks are being converted over as well but I don't know whether
that's any more difficult.
I've just got to say if the small problems with multiplayer are sorted out
this is going to be a fantastic sim. I thought the multiple season thing was
a bit of a gimmick but it's made adding mods so much cleaner and easier and
it's going to encourage modders to do more and more :-)
The physics are a revelation, there's obviously something fairly fundamental
been changed deep down in the physics code and it's just brought it to life.
I'm in the process of redoing the 1995 physics for my own use as they
weren't great imo, my quick and dirty guesstimated starting point for 1995
physics is already feeling great, even if I do say so myself ;-) And it's
very nice to see a properly modelled diff.
"Steve Smith" <[email hidden]> wrote in message
news:0uJKa.38850$[email hidden]...
> Don't think so, altho not sure. Maybe somebody from SDT could jump inhere.
Quoted text (12 lines)
> Or even (gasp!) ISI. > > "John DiFool" <[email hidden]> wrote in message > news:[email hidden]... > > Can I DL the sports car mod and/or the various > > user-made tracks (even the 'Ring is out, tho still > > a beta with some bugs)? TIA. > > > > John DiFool > > > >In article <bdfvmj$hge$[email hidden]>, Alex Cameron
<[email hidden]> wrote:
> Someone else as do the GT Mod for personal use, as far as I can see any cars
> made for F12002 will convert across with just a bit of renaming and updating
> text files. Tracks are being converted over as well but I don't know whether
> that's any more difficult.
Tracks aren't difficult. There's a pointer to a tutorial on either
SimBin or RSC; but basically you put the MAS files in the base track
folder, then create a subfolder for each "year" or "mod" you're
supporting. Season- or mod-specific MAS files go in that subfolder, as
well as the SCN, LOD files, AIW, thumbs, etc. etc. Some additional
editing is required to put the track name in the GDB files and create a
"filter" string for the mod or season name, but just open one of the
existing tracks and carefully mimic it. Takes about 10 minutes per
track.
"Alex Cameron" <[email hidden]> wrote in
news:bdfvmj$hge$[email hidden]:
Yes they can be made to drop into F1 C, but the updated physics of C
will most likely cause your car to behave like a 4 year old.....
dave henrie
Quoted text (43 lines)
> I've already partially converted the 1995 and Turbo mods as separate > seasons, It's just a mater of renaming and updating files, very > laborious but not difficult. I've posted a quick and probably full of > holes tutorial on High Gear and Sim Bin forums. > > Someone else as do the GT Mod for personal use, as far as I can see > any cars made for F12002 will convert across with just a bit of > renaming and updating text files. Tracks are being converted over as > well but I don't know whether that's any more difficult. > > I've just got to say if the small problems with multiplayer are sorted > out this is going to be a fantastic sim. I thought the multiple season > thing was a bit of a gimmick but it's made adding mods so much cleaner > and easier and it's going to encourage modders to do more and more :-) > > The physics are a revelation, there's obviously something fairly > fundamental been changed deep down in the physics code and it's just > brought it to life. I'm in the process of redoing the 1995 physics for > my own use as they weren't great imo, my quick and dirty guesstimated > starting point for 1995 physics is already feeling great, even if I do > say so myself ;-) And it's very nice to see a properly modelled diff. > > > "Steve Smith" <[email hidden]> wrote in message > news:0uJKa.38850$[email hidden]... >> Don't think so, altho not sure. Maybe somebody from SDT could jump >> in > here. >> Or even (gasp!) ISI. >> >> "John DiFool" <[email hidden]> wrote in message >> news:[email hidden]... >> > Can I DL the sports car mod and/or the various >> > user-made tracks (even the 'Ring is out, tho still >> > a beta with some bugs)? TIA. >> > >> > John DiFool >> > >> >> > > >
"Greg Dunn" <[email hidden]> wrote in message
news:260620031853391247%[email hidden]...
> In article <bdfvmj$hge$[email hidden]>, Alex Cameron
> <[email hidden]> wrote:
>
> > Someone else as do the GT Mod for personal use, as far as I can see anycars
> > made for F12002 will convert across with just a bit of renaming andupdating
> > text files. Tracks are being converted over as well but I don't knowwhether
So that's basically the same as the cars :-)
Quoted text (11 lines)
> > that's any more difficult. > > Tracks aren't difficult. There's a pointer to a tutorial on either > SimBin or RSC; but basically you put the MAS files in the base track > folder, then create a subfolder for each "year" or "mod" you're > supporting. Season- or mod-specific MAS files go in that subfolder, as > well as the SCN, LOD files, AIW, thumbs, etc. etc. Some additional > editing is required to put the track name in the GDB files and create a > "filter" string for the mod or season name, but just open one of the > existing tracks and carefully mimic it. Takes about 10 minutes per > track.
"Dave Henrie" <[email hidden]> wrote in message
news:[email hidden]...
The actual physics values are very similar to F12002, subtlety different
enough to make a big difference but I think the main improvements are
somewhere deeper down in the physics code itself.
I don't think you can just drop the .hdv .pm and .tbc files directly in
because they contain a few new and renamed values, but you can just swap
across the important values and the cars I've done that with have felt a
hell of a lot better than they did in F12002.
Quoted text (50 lines)
> "Alex Cameron" <[email hidden]> wrote in > news:bdfvmj$hge$[email hidden]: > > > I've already partially converted the 1995 and Turbo mods as separate > > seasons, It's just a mater of renaming and updating files, very > > laborious but not difficult. I've posted a quick and probably full of > > holes tutorial on High Gear and Sim Bin forums. > > > > Someone else as do the GT Mod for personal use, as far as I can see > > any cars made for F12002 will convert across with just a bit of > > renaming and updating text files. Tracks are being converted over as > > well but I don't know whether that's any more difficult. > > > > I've just got to say if the small problems with multiplayer are sorted > > out this is going to be a fantastic sim. I thought the multiple season > > thing was a bit of a gimmick but it's made adding mods so much cleaner > > and easier and it's going to encourage modders to do more and more :-) > > > > The physics are a revelation, there's obviously something fairly > > fundamental been changed deep down in the physics code and it's just > > brought it to life. I'm in the process of redoing the 1995 physics for > > my own use as they weren't great imo, my quick and dirty guesstimated > > starting point for 1995 physics is already feeling great, even if I do > > say so myself ;-) And it's very nice to see a properly modelled diff. > > > > > > "Steve Smith" <[email hidden]> wrote in message > > news:0uJKa.38850$[email hidden]... > >> Don't think so, altho not sure. Maybe somebody from SDT could jump > >> in > > here. > >> Or even (gasp!) ISI. > >> > >> "John DiFool" <[email hidden]> wrote in message > >> news:[email hidden]... > >> > Can I DL the sports car mod and/or the various > >> > user-made tracks (even the 'Ring is out, tho still > >> > a beta with some bugs)? TIA. > >> > > >> > John DiFool > >> > > >> > >> > > > > > > > > Yes they can be made to drop into F1 C, but the updated physics of C > will most likely cause your car to behave like a 4 year old..... > dave henrieIn article <bdg56s$oij$[email hidden]>, Alex Cameron
<[email hidden]> wrote:
>
> I don't think you can just drop the .hdv .pm and .tbc files directly in
> because they contain a few new and renamed values, but you can just swap
> across the important values and the cars I've done that with have felt a
> hell of a lot better than they did in F12002.
That's my understanding as well; though surely more tweaking will yield
even better results. Sadly, this means that the F1-2002 setups are not
compatible.
I'd rather have better physics than be able to use my old setups, wouldn't
you?
"Greg Dunn" <[email hidden]> wrote in message
news:270620030033489703%[email hidden]...
Quoted text (11 lines)
> In article <bdg56s$oij$[email hidden]>, Alex Cameron > <[email hidden]> wrote: > > > > I don't think you can just drop the .hdv .pm and .tbc files directly in > > because they contain a few new and renamed values, but you can just swap > > across the important values and the cars I've done that with have felt a > > hell of a lot better than they did in F12002. > > That's my understanding as well; though surely more tweaking will yield > even better results. Sadly, this means that the F1-2002 setups are not > compatible.In article <C5WKa.641$[email hidden]>, Steve Smith
<[email hidden]> wrote:
> I'd rather have better physics than be able to use my old setups, wouldn't
> you?
Absolutely. But I hate creating setups; I'm much more interested in
driving and trying to find that optimum car/track interaction. My
setups, when I create them, tend to be understeering, stable -- and
slow. :-) I guess I'm afraid that if I delve too deeply into setups,
I'll become a setup geek and spend less time actually enjoying the
wonderful escape from mundania that is sim driving. I'm an engineer by
profession, so it's not a temptation I want to exercise...
BTW, thanks hugely for your guide to GPL; it really started me on the
quest for sim accuracy and enjoyment. 1967 has always been a magic
year for me...
Hi Greg,
Yer entirely welcome.
Since Super-Tweaker Doug Arnao vetted the default setups, I'd try those
first.
Having the perfect setup in not only mythical, it's unneccessary for players
at either end of the bell curve. Aliens don't need 'em; they'd be fast with
square wooden wheels. Manually-challenged noobs don't need 'em 'cuz they
need seat time far more than they need another damper setting. The leaves
guys like me, who are in the middle but who know a good setup when they
drive one. IOW, if you don't know setups, you don't need a good one, and if
you do, the default is prolly good enuf.
You certainly don't need to optimize *everything*. You should dial in the
camber to get more-or-less even temps across the treads (how you drive will
affect how much camber you need - a very aggressive driver will get more
camber gain, thus need less static camber - so the default may not be right
for you). How you drive will also affect how much brake bias is desireable
(mostly a function of trail-braking). And yer gear choices should be
reconciled with where the revs are as you're accelerating out of the
corners. Everything else is fluff...more or less.
--Steve
"Greg Dunn" <[email hidden]> wrote in message
news:270620030851250395%[email hidden]...
> In article <C5WKa.641$[email hidden]>, Steve Smith
> <[email hidden]> wrote:
>
> > I'd rather have better physics than be able to use my old setups,wouldn't
Quoted text (13 lines)
> > you? > > Absolutely. But I hate creating setups; I'm much more interested in > driving and trying to find that optimum car/track interaction. My > setups, when I create them, tend to be understeering, stable -- and > slow. :-) I guess I'm afraid that if I delve too deeply into setups, > I'll become a setup geek and spend less time actually enjoying the > wonderful escape from mundania that is sim driving. I'm an engineer by > profession, so it's not a temptation I want to exercise... > > BTW, thanks hugely for your guide to GPL; it really started me on the > quest for sim accuracy and enjoyment. 1967 has always been a magic > year for me...In article <V0_Ka.329$[email hidden]>, Steve Smith
<[email hidden]> wrote:
> Since Super-Tweaker Doug Arnao vetted the default setups, I'd try those
> first.
I have, and find them quite driveable. I am faster in the 1999 McLaren
than I was in the 2002 car in F1-2002. That speaks well of something
in the sim, because it isn't me! I use the 'grip' setup to start with.
Ah. Gears I understand; camber I can deal with. The default setups
seem to swap ends easily coming out of the corners, though if I squeeze
the throttle too gently, it seems like I'm being passed by the
tortoises. :-) I'm apparently quite aggressive accelerating out of
the corners; should I just hang on till the car is pointed straight and
live with the interminable wait?
I know I need to carry more speed into the corners as well, but it
seems to be very hard to judge when to start turning in. For Example,
I still haven't turned a sub-1:30 lap at Monza in GPL despite a year of
fiddling around with the acknowledged best setups. I'm just not
'feeling' the car under me, despite FFB and a carefully-optimized
computer to get rid of the usual distractions like low FPS.
Quoted text (8 lines)
> You certainly don't need to optimize *everything*. You should dial in the > camber to get more-or-less even temps across the treads (how you drive will > affect how much camber you need - a very aggressive driver will get more > camber gain, thus need less static camber - so the default may not be right > for you). How you drive will also affect how much brake bias is desireable > (mostly a function of trail-braking). And yer gear choices should be > reconciled with where the revs are as you're accelerating out of the > corners. Everything else is fluff...more or less.Fiddle w. traction control. Can't remember if it's authentically
implemented for all years (it came & went to varying deg. in the RW).
Modern F1 cars can't be dirt-tracked like World of Outlaws. They're
basically point & squirt. That is, don't bother trying to carry speed into
the corners. Just go in smoothly, get the car pointed straight, and hit the
afterburner.
"Greg Dunn" <[email hidden]> wrote in message
news:270620031847599358%[email hidden]...
the
> > camber to get more-or-less even temps across the treads (how you drivewill
> > affect how much camber you need - a very aggressive driver will get more
> > camber gain, thus need less static camber - so the default may not beright
> > for you). How you drive will also affect how much brake bias isdesireable
Quoted text (11 lines)
> In article <V0_Ka.329$[email hidden]>, Steve Smith > <[email hidden]> wrote: > > > Since Super-Tweaker Doug Arnao vetted the default setups, I'd try those > > first. > > I have, and find them quite driveable. I am faster in the 1999 McLaren > than I was in the 2002 car in F1-2002. That speaks well of something > in the sim, because it isn't me! I use the 'grip' setup to start with. > > > You certainly don't need to optimize *everything*. You should dial inQuoted text (17 lines)
> > (mostly a function of trail-braking). And yer gear choices should be > > reconciled with where the revs are as you're accelerating out of the > > corners. Everything else is fluff...more or less. > > Ah. Gears I understand; camber I can deal with. The default setups > seem to swap ends easily coming out of the corners, though if I squeeze > the throttle too gently, it seems like I'm being passed by the > tortoises. :-) I'm apparently quite aggressive accelerating out of > the corners; should I just hang on till the car is pointed straight and > live with the interminable wait? > > I know I need to carry more speed into the corners as well, but it > seems to be very hard to judge when to start turning in. For Example, > I still haven't turned a sub-1:30 lap at Monza in GPL despite a year of > fiddling around with the acknowledged best setups. I'm just not > 'feeling' the car under me, despite FFB and a carefully-optimized > computer to get rid of the usual distractions like low FPS."Steve Smith" <[email hidden]> wrote in
news:C5WKa.641$[email hidden]:
> I'd rather have better physics than be able to use my old setups,
> wouldn't you?
> Hell I"m gonna download The Notorious' setups....if I start with
anything I made...then I'm REALLY in trouble.
dave henrie
In article <TV7La.6361$[email hidden]>, Steve Smith
<[email hidden]> wrote:
> Fiddle w. traction control. Can't remember if it's authentically
> implemented for all years (it came & went to varying deg. in the RW).
> Modern F1 cars can't be dirt-tracked like World of Outlaws. They're
> basically point & squirt. That is, don't bother trying to carry speed into
> the corners. Just go in smoothly, get the car pointed straight, and hit the
> afterburner.
LOL. Traction control! Heresy! :-) No, I don't try to GPL-slide
the corners; the tire slip curves are way faster than I am, and in no
time I'm in the kitty litter!
But your approach is what seems to make my lap times the best (I'm
running with minimum TC at least until I learn the track), so I will
accept that it's a consequence of (accurate) F1 car physics. I was
watching qualifying at the Nurburgring tonight, and I never saw so much
tiptoeing as when it started raining. It's much easier to see the
driving lines when they make trails on the track. For sure they were
driving the way you describe.
I drove the sim for another hour nonstop tonight, and the sensation of
something spooky and amost "real" (dare I say that?) just won't go
away. When the mods start rolling out, this will be spectacular!
Dave Henrie <[email hidden]> wrote in news:Xns93A7D21B345F4dhenrie@
204.127.199.17:
> Hell I"m gonna download The Notorious' setups....if I start with
> anything I made...then I'm REALLY in trouble.
> dave henrie
Does he have setups for F1C yet??
I came to the realization tonight that I am rubbish at this game. :-( Been
working on 2002 Nurburgring, since that is what the real boys are lapping
this weekend. Joined an online race and pole was like a 1:35. The best I
could manage all night was a 1:38.xxx, which would have put me last, or 2nd
to last, in that online grid. I tried using the Grip setup and the Europe
2002 setup. When I look at my laps, I don't see why I'm losing so much
time. I don't mind not being the fastest, but being so far off the pace is
irksome.
Greg,
As I say, sometimes F1 (and CART, for that matter) allows TC, and sometimes
not, so I think its not unconscionable to deploy it in a simulation. I
mean, it's not like you have any seat-of-the-pants (proprioceptor) feedback
when yer sitting in front of a 2D computer screen, so I don't feel guilty
when I use a little help in a computer game.
Old trick: use a lot of wing for qualifying, so yer glued to the track. Use
very little wing in the race so you can overtake on the straights (then
tip-toe around the turns whilst blocking your frustrated opponents), or at
least avoid being overtaken.
--Fernando Alonzo
"Greg Dunn" <[email hidden]> wrote in message
news:270620032250389434%[email hidden]...
into
> > the corners. Just go in smoothly, get the car pointed straight, and hitthe
Quoted text (7 lines)
> In article <TV7La.6361$[email hidden]>, Steve Smith > <[email hidden]> wrote: > > > Fiddle w. traction control. Can't remember if it's authentically > > implemented for all years (it came & went to varying deg. in the RW). > > Modern F1 cars can't be dirt-tracked like World of Outlaws. They're > > basically point & squirt. That is, don't bother trying to carry speedQuoted text (17 lines)
> > afterburner. > > LOL. Traction control! Heresy! :-) No, I don't try to GPL-slide > the corners; the tire slip curves are way faster than I am, and in no > time I'm in the kitty litter! > > But your approach is what seems to make my lap times the best (I'm > running with minimum TC at least until I learn the track), so I will > accept that it's a consequence of (accurate) F1 car physics. I was > watching qualifying at the Nurburgring tonight, and I never saw so much > tiptoeing as when it started raining. It's much easier to see the > driving lines when they make trails on the track. For sure they were > driving the way you describe. > > I drove the sim for another hour nonstop tonight, and the sensation of > something spooky and amost "real" (dare I say that?) just won't go > away. When the mods start rolling out, this will be spectacular!In article <JBeLa.7908$[email hidden]>, Steve Smith
<[email hidden]> wrote:
Hehe. Yeah, I crank up the volume on tire squeal for just that reason.
It's supposed to be fun, and what fun is it when the car just snaps
around without any warning? Sometimes in GPL and F1-2002 I can tell
when the front is starting to skid from the FFB. I sort of use TC to
tell me that I'm at the limit of grip,and tire squeal to tell me that
I'm cornering as fast as I can. :-)
Quoted text (14 lines)
> Greg, > > As I say, sometimes F1 (and CART, for that matter) allows TC, and sometimes > not, so I think its not unconscionable to deploy it in a simulation. I > mean, it's not like you have any seat-of-the-pants (proprioceptor) feedback > when yer sitting in front of a 2D computer screen, so I don't feel guilty > when I use a little help in a computer game. > > Old trick: use a lot of wing for qualifying, so yer glued to the track. Use > very little wing in the race so you can overtake on the straights (then > tip-toe around the turns whilst blocking your frustrated opponents), or at > least avoid being overtaken. > > --Fernando AlonzoOne of the reasons I'm starting to prefer N2003 road racing to GPL is that
the info you feel thru the wheel is so much more complex, useful and
interesting with N2003 than with GPL's more primitive tire modeling and FF
algorithms. No TC in N2003, of course, and in any case you can't feel
rear-wheel breakaway with FF, so you have to rely on the M1A1 eyeball, but
the Cup cars are so much more fun to drive than GPL's finicky, ill-behaved
single-seaters. I just wish they looked more like SWB Berlinettas and less
like rolling billboards.
"Greg Dunn" <[email hidden]> wrote in message
news:280620031224558764%[email hidden]...
> In article <JBeLa.7908$[email hidden]>, Steve Smith
> <[email hidden]> wrote:
>
> > Greg,
> >
> > As I say, sometimes F1 (and CART, for that matter) allows TC, andsometimes
> > not, so I think its not unconscionable to deploy it in a simulation. I
> > mean, it's not like you have any seat-of-the-pants (proprioceptor)feedback
> > when yer sitting in front of a 2D computer screen, so I don't feelguilty
> > when I use a little help in a computer game.
> >
> > Old trick: use a lot of wing for qualifying, so yer glued to the track.Use
> > very little wing in the race so you can overtake on the straights (then
> > tip-toe around the turns whilst blocking your frustrated opponents), orat
Quoted text (10 lines)
> > least avoid being overtaken. > > > > --Fernando Alonzo > > Hehe. Yeah, I crank up the volume on tire squeal for just that reason. > It's supposed to be fun, and what fun is it when the car just snaps > around without any warning? Sometimes in GPL and F1-2002 I can tell > when the front is starting to skid from the FFB. I sort of use TC to > tell me that I'm at the limit of grip,and tire squeal to tell me that > I'm cornering as fast as I can. :-)"Greg Dunn" <[email hidden]> wrote in message
news:270620032250389434%[email hidden]...
> It's much easier to see the
> driving lines when they make trails on the track. For sure they were
> driving the way you describe.
That only works when it *just* starts to rain, because the driving line
changes as the track gets wetter.
In article <bdn27s$ubnbj$[email hidden]>, Nick
<[email hidden]> wrote:
True, but it's still educational... During qualifying, you could see
partially overlapped trails from the drivers as the rain got heavier
and they altered their lines.


































