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F1C: Track/mod compatibility with F1-2002?

21 posts by 7 people · 26 Jun 2003 19:39 UTC - 30 Jun 2003 23:17 UTC

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.

mods/tracks/carssetup/driving techniqueF1 Challenge 99-02F1 2002

Automated summary.

John DiFool 26 Jun 2003 19:39 UTC#64533
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
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$[email hidden]:
Quoted text (43 lines)> I've already partially converted the 1995 and Turbo mods as separate > seasons, It's just a mater of renaming and updating files, very > laborious but not difficult. I've posted a quick and probably full of > holes tutorial on High Gear and Sim Bin forums. > > Someone else as do the GT Mod for personal use, as far as I can see > any cars made for F12002 will convert across with just a bit of > renaming and updating text files. Tracks are being converted over as > well but I don't know whether that's any more difficult. > > I've just got to say if the small problems with multiplayer are sorted > out this is going to be a fantastic sim. I thought the multiple season > thing was a bit of a gimmick but it's made adding mods so much cleaner > and easier and it's going to encourage modders to do more and more :-) > > The physics are a revelation, there's obviously something fairly > fundamental been changed deep down in the physics code and it's just > brought it to life. I'm in the process of redoing the 1995 physics for > my own use as they weren't great imo, my quick and dirty guesstimated > starting point for 1995 physics is already feeling great, even if I do > say so myself ;-) And it's very nice to see a properly modelled diff. > > > "Steve Smith" <[email hidden]> wrote in message > news:0uJKa.38850$[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 >> > >> >> > > >
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
"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
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.
So that's basically the same as the cars :-)
"Dave Henrie" <[email hidden]> wrote in message news:[email hidden]...
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$[email hidden]... > >> Don't think so, altho not sure. Maybe somebody from SDT could jump > >> in > > here. > >> Or even (gasp!) ISI. > >> > >> "John DiFool" <[email hidden]> wrote in message > >> news:[email hidden]... > >> > Can I DL the sports car mod and/or the various > >> > user-made tracks (even the 'Ring is out, tho still > >> > a beta with some bugs)? TIA. > >> > > >> > John DiFool > >> > > >> > >> > > > > > > > > Yes they can be made to drop into F1 C, but the updated physics of C > will most likely cause your car to behave like a 4 year old..... > dave henrie
The actual physics values are very similar to F12002, subtlety different enough to make a big difference but I think the main improvements are somewhere deeper down in the physics code itself. I don't think you can just drop the .hdv .pm and .tbc files directly in because they contain a few new and renamed values, but you can just swap across the important values and the cars I've done that with have felt a hell of a lot better than they did in F12002.
In article <bdg56s$oij$[email hidden]>, Alex Cameron <[email hidden]> wrote: > > I don't think you can just drop the .hdv .pm and .tbc files directly in > because they contain a few new and renamed values, but you can just swap > across the important values and the cars I've done that with have felt a > hell of a lot better than they did in F12002. That's my understanding as well; though surely more tweaking will yield even better results. Sadly, this means that the F1-2002 setups are not compatible.
I'd rather have better physics than be able to use my old setups, wouldn't you? "Greg Dunn" <[email hidden]> wrote in message news:270620030033489703%[email hidden]...
Quoted text (11 lines)> In article <bdg56s$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.
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.
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.
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]...
Quoted text (11 lines)> In article <V0_Ka.329$[email hidden]>, Steve Smith > <[email hidden]> wrote: > > > Since Super-Tweaker Doug Arnao vetted the default setups, I'd try those > > first. > > I have, and find them quite driveable. I am faster in the 1999 McLaren > than I was in the 2002 car in F1-2002. That speaks well of something > in the sim, because it isn't me! I use the 'grip' setup to start with. > > > You certainly don't need to optimize *everything*. You should dial in
the > > camber to get more-or-less even temps across the treads (how you drivewill > > affect how much camber you need - a very aggressive driver will get more > > camber gain, thus need less static camber - so the default may not beright > > for you). How you drive will also affect how much brake bias isdesireable
Quoted text (17 lines)> > (mostly a function of trail-braking). And yer gear choices should be > > reconciled with where the revs are as you're accelerating out of the > > corners. Everything else is fluff...more or less. > > Ah. Gears I understand; camber I can deal with. The default setups > seem to swap ends easily coming out of the corners, though if I squeeze > the throttle too gently, it seems like I'm being passed by the > tortoises. :-) I'm apparently quite aggressive accelerating out of > the corners; should I just hang on till the car is pointed straight and > live with the interminable wait? > > I know I need to carry more speed into the corners as well, but it > seems to be very hard to judge when to start turning in. For Example, > I still haven't turned a sub-1:30 lap at Monza in GPL despite a year of > fiddling around with the acknowledged best setups. I'm just not > 'feeling' the car under me, despite FFB and a carefully-optimized > computer to get rid of the usual distractions like low FPS.
"Steve Smith" <[email hidden]> wrote in news:C5WKa.641$[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]...
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 speed
into > > the corners. Just go in smoothly, get the car pointed straight, and hitthe
Quoted 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$[email hidden]>, Steve Smith <[email hidden]> wrote:
Quoted text (14 lines)> Greg, > > As I say, sometimes F1 (and CART, for that matter) allows TC, and sometimes > not, so I think its not unconscionable to deploy it in a simulation. I > mean, it's not like you have any seat-of-the-pants (proprioceptor) feedback > when yer sitting in front of a 2D computer screen, so I don't feel guilty > when I use a little help in a computer game. > > Old trick: use a lot of wing for qualifying, so yer glued to the track. Use > very little wing in the race so you can overtake on the straights (then > tip-toe around the turns whilst blocking your frustrated opponents), or at > least avoid being overtaken. > > --Fernando Alonzo
Hehe. Yeah, I crank up the volume on tire squeal for just that reason. It's supposed to be fun, and what fun is it when the car just snaps around without any warning? Sometimes in GPL and F1-2002 I can tell when the front is starting to skid from the FFB. I sort of use TC to tell me that I'm at the limit of grip,and tire squeal to tell me that I'm cornering as fast as I can. :-)
One of the reasons I'm starting to prefer N2003 road racing to GPL is that the info you feel thru the wheel is so much more complex, useful and interesting with N2003 than with GPL's more primitive tire modeling and FF algorithms. No TC in N2003, of course, and in any case you can't feel rear-wheel breakaway with FF, so you have to rely on the M1A1 eyeball, but the Cup cars are so much more fun to drive than GPL's finicky, ill-behaved single-seaters. I just wish they looked more like SWB Berlinettas and less like rolling billboards. "Greg Dunn" <[email hidden]> wrote in message news:280620031224558764%[email hidden]... > In article <JBeLa.7908$[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. :-)
Nick 29 Jun 2003 14:57 UTC↳ reply to Greg Dunn#64233
"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.
Greg Dunn 30 Jun 2003 23:17 UTC↳ reply to Nick#63801
In article <bdn27s$ubnbj$[email hidden]>, Nick <[email hidden]> wrote:
Quoted text (10 lines)> "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. > >
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.

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