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Real-Physics 2.0 for F1 2002

20 posts by 11 people · 11 Apr 2003 16:38 UTC - 20 Apr 2003 15:32 UTC

Real-Physics 2.0 mod for F1 2002

Paolo Moroni announced version 2.0 of his Real-Physics patch for F1 2002, claiming more realistic grip and better AI. Opinions differed: Haqsau and Jason Moyer felt the stock low-speed grip was fine, Steve Blankenship thought high-speed downforce was excessive, and Jan Verschueren found the mod overdone. GBB shared his own tyre spring rate changes, which Jan liked.

mods/tracks/carsphysics/realism debateF1 2002

Automated summary.

Paolo Moroni 11 Apr 2003 16:38 UTC#70876
This is the second version of the real physics patch for F1 2002. It gives you a more realistic feel of driving a F1 car. Also in version 2.0 the ability of your computer opponents is improved. Now, if you have found the AI-strength level that fits your skills, you should be compatible with the AI without changing the AI-strength during a season. http://www.m4driving.sm/files/comment.php?dlid=126&PHPSESSID=691b697037e718e cd2f1ec67775b3ddf
Nice work. The grip/downforce is much more realistic now. Just one question, what's with the included setups? - I just tried a race at Melbourne and every corner was a first gear corner...
How do you know? Not trying to be a smartass, I would honestly like to know why you feel this is more realistic. I haven't tried the mod yet, but I always felt that the low speed grip in F1 2002 was just fine, my low speed cornering speeds always compared well to real life telemetry. I agree that there might have been a problem with downforce/drag ratio, but that's about the only thing that ever seemed off relative to the available data. Whenever I have downloaded mods where they tried to improve the low speed grip, like the RSDG stuff, it felt arcadey to me. If this new mod really matches real life telemetry I'm all for it, but if the author is just trying to make things feel better I'm not interested. "Steve Simpson" <[email hidden]> wrote in message news:b77v7d$bbarf$[email hidden]... > Nice work. The grip/downforce is much more realistic now. Just one > question, what's with the included setups? - I just tried a race at > Melbourne and every corner was a first gear corner... > >
Hmmm.. can't agree on that one I'm afraid. Low speed grip has been one of the (few) common problems with F1 2002. I have it, and lots of others do too. However, many don't, so it could be down to the controllers used which in my experience makes a lot of difference to the way any sim feels. Don't know why that should be, but there you are! Iain "Haqsau" <[email hidden]> wrote in message news:b79gfv$cir9d$[email hidden]... > How do you know? Not trying to be a smartass, I would honestly like toknow > why you feel this is more realistic. I haven't tried the mod yet, but I > always felt that the low speed grip in F1 2002 was just fine, my low speed > cornering speeds always compared well to real life telemetry. I agreethat > there might have been a problem with downforce/drag ratio, but that'sabout > the only thing that ever seemed off relative to the available data. > Whenever I have downloaded mods where they tried to improve the low speed > grip, like the RSDG stuff, it felt arcadey to me. If this new mod really > matches real life telemetry I'm all for it, but if the author is justtrying
Quoted text (12 lines)> to make things feel better I'm not interested. > > > "Steve Simpson" <[email hidden]> wrote in message > news:b77v7d$bbarf$[email hidden]... > > Nice work. The grip/downforce is much more realistic now. Just one > > question, what's with the included setups? - I just tried a race at > > Melbourne and every corner was a first gear corner... > > > > > >
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Imo the problem isn't low speed grip, which from cornering speed and g-force is about right, it's low speed mechanical balance. The front tyre grip is too high compared to the rear 49.2/50.7 that makes the car very unstable at low speed, at medium and high speed the aerodynamic grip balances the car. I've modified the generic.tbc for my own use to what I feel is a better balance 48.7/51.3 It's probably still a bit too forward biased but I feel it gives the car a much better balance and feel, try it if you want: [COMPOUND] Name="Soft Compound" Front: DryLatLong=(1.723, 1.898) WetLatLong=(1.304, 1.467) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=44500.0 SpringkPa=983.0 Damper=545.0 LoadSens=30500.0 LatPeak=(0.10, 0.21, 24415.0) LongPeak=(0.10, 0.21, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(3.05, 0.10) RollingHeat=14.8 FrictionHeat=0.390 WearRate=1.006e-7 Softness=0.6 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=112.0 OptimumPressure=143.0 Rear: DryLatLong=(1.814, 1.873) WetLatLong=(1.373, 1.422) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=66810.0 SpringkPa=1024.0 Damper=610.0 LoadSens=30500.0 LatPeak=(0.09, 0.19, 24415.0) LongPeak=(0.09, 0.19, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(2.05, 0.08) RollingHeat=12.0 FrictionHeat=0.255 WearRate=0.658e-7 Softness=0.6 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=112.0 OptimumPressure=135.0 I also made a change to the springrates, closer too values I found on the net. "Iain Mackenzie" <[email hidden]> wrote in message news:[email hidden]... > Hmmm.. can't agree on that one I'm afraid. Low speed grip has been one of > the (few) common problems with F1 2002. I have it, and lots of others do > too. However, many don't, so it could be down to the controllers usedwhich
Quoted text (10 lines)> in my experience makes a lot of difference to the way any sim feels. Don't > know why that should be, but there you are! > Iain > > "Haqsau" <[email hidden]> wrote in message > news:b79gfv$cir9d$[email hidden]... > > How do you know? Not trying to be a smartass, I would honestly like to > know > > why you feel this is more realistic. I haven't tried the mod yet, but I > > always felt that the low speed grip in F1 2002 was just fine, my low
speed > > cornering speeds always compared well to real life telemetry. I agree > that > > there might have been a problem with downforce/drag ratio, but that's > about > > the only thing that ever seemed off relative to the available data. > > Whenever I have downloaded mods where they tried to improve the lowspeed > > grip, like the RSDG stuff, it felt arcadey to me. If this new modreally
Quoted text (21 lines)> > matches real life telemetry I'm all for it, but if the author is just > trying > > to make things feel better I'm not interested. > > > > > > "Steve Simpson" <[email hidden]> wrote in message > > news:b77v7d$bbarf$[email hidden]... > > > Nice work. The grip/downforce is much more realistic now. Just one > > > question, what's with the included setups? - I just tried a race at > > > Melbourne and every corner was a first gear corner... > > > > > > > > > > > > > > > -----= Posted via Newsfeeds.Com, Uncensored Usenet News =----- > http://www.newsfeeds.com - The #1 Newsgroup Service in the World! > -----== Over 80,000 Newsgroups - 16 Different Servers! =-----
Haqsau 12 Apr 2003 22:20 UTC↳ reply to GBB#70664
"GBB" <[email hidden]> wrote in message news:b7a1jo$10q$[email hidden]... > Imo the problem isn't low speed grip, which from cornering speed andg-force > is about right, it's low speed mechanical balance. > > The front tyre grip is too high compared to the rear 49.2/50.7 that makes > the car very unstable at low speed, at medium and high speed theaerodynamic > grip balances the car. > You might be right, but so far I have found at most tracks that as long as I get in a high enough gear to keep the revs down, and modulate the throttle carefully, I can get through low speed corners and out the exits in a realistic manner. From what I have seen on TV and read in print this appears to be what the real drivers are doing also. I would expect an 800 hp, 1100 lb beast to be a bit twitchy if I wasn't careful with the throttle in a low speed corner. > > I also made a change to the springrates, closer too values I found on the > net. > I wouldn't expect spring rates to match the real cars, if that's what you are saying. If you look at the f1susp.pm file it doesn't look like they modelled the bellcrank at all, therefore it has to be assumed that the springs and dampers act directly on the pushrods, whose locations are given in the hdv files. If that is true then the bellcrank leverage ratio is not there and the spring and damper rates will have to be different from the real life values in order to arrive at the same wheel rate.
Yes I have heard a lot of other people complain about it too, but it just has not been my experience. It seems that many of these people are using a non-zero speed sensitivity setting, which definitely messes up your ability to control the car. What controller settings are you using? I still find that the only way to make this sim drivable is with 0% speed sensitivity, 50% sensitivity and 0% dead spot on all axes, and reduced steering lock in the vehicle setup. Then it's just a matter of getting your line and your gearing right. With those steering settings getting through low speed turns is just a matter of choosing a gear that keeps the revs down, modulating the throttle, and always straightening the wheel while accelerating. All things which I am sure you know already, but they are more important in F1 2002 than in other sims due to the extremely high power to weight ratio of the cars. "Iain Mackenzie" <[email hidden]> wrote in message news:[email hidden]... > Hmmm.. can't agree on that one I'm afraid. Low speed grip has been one of > the (few) common problems with F1 2002. I have it, and lots of others do > too. However, many don't, so it could be down to the controllers usedwhich > in my experience makes a lot of difference to the way any sim feels. Don't > know why that should be, but there you are! > Iain >
GBB 12 Apr 2003 23:09 UTC↳ reply to Haqsau#70670
"Haqsau" <[email hidden]> wrote in message news:b7a3f9$cqbbt$[email hidden]...
Quoted text (7 lines)> "GBB" <[email hidden]> wrote in message > news:b7a1jo$10q$[email hidden]... > > Imo the problem isn't low speed grip, which from cornering speed and > g-force > > is about right, it's low speed mechanical balance. > > > > The front tyre grip is too high compared to the rear 49.2/50.7 that
makes > > the car very unstable at low speed, at medium and high speed the > aerodynamic > > grip balances the car. > > > > You might be right, but so far I have found at most tracks that as long asI > get in a high enough gear to keep the revs down, and modulate the throttle > carefully, I can get through low speed corners and out the exits in a > realistic manner. From what I have seen on TV and read in print this > appears to be what the real drivers are doing also. I would expect an 800 > hp, 1100 lb beast to be a bit twitchy if I wasn't careful with thethrottle > in a low speed corner. > Yes you 'can' get away with it but F1 cars are apparently quite neutral even understeery at low speed, I find F1 2002 uncomfortably oversteery on low speed corner entry. > > > > I also made a change to the springrates, closer too values I found onthe
Quoted text (7 lines)> > net. > > > > I wouldn't expect spring rates to match the real cars, if that's what you > are saying. If you look at the f1susp.pm file it doesn't look like they > modelled the bellcrank at all, therefore it has to be assumed that the > springs and dampers act directly on the pushrods, whose locations are
given > in the hdv files. If that is true then the bellcrank leverage ratio isnot > there and the spring and damper rates will have to be different from the > real life values in order to arrive at the same wheel rate. > > I was talking about the tyre spring rate.
On Sat, 12 Apr 2003 12:56:42 -0400, "Haqsau" <[email hidden]> wrote:
Quoted text (10 lines)>How do you know? Not trying to be a smartass, I would honestly like to know >why you feel this is more realistic. I haven't tried the mod yet, but I >always felt that the low speed grip in F1 2002 was just fine, my low speed >cornering speeds always compared well to real life telemetry. I agree that >there might have been a problem with downforce/drag ratio, but that's about >the only thing that ever seemed off relative to the available data. >Whenever I have downloaded mods where they tried to improve the low speed >grip, like the RSDG stuff, it felt arcadey to me. If this new mod really >matches real life telemetry I'm all for it, but if the author is just trying >to make things feel better I'm not interested.
The low speed handling is the probably the best part of F12k2. People expect a ton of grip from these cars and don't realize that they've got half the contact patch of a normal slick to work with. Jason
I agree the low speed grip is enough. I think the problem with F12K2 is too much high speed grip, and think that's from the chassis/diffuser making too much downforce, in addition to having too generous a lift/drag ratio. It lets you do things like pull nearly 7G through Pouhon at Spa, and drive the converted Indy oval flat, *after purposefully knocking the front and rear wings off*. I remember in the 900hp days before TC, the champcar guys said you simply could not use full throttle below about 75-80mph or you'd loop it, and even then you'd better have the car pointed straight. These suckers have a lot of power... SB "Haqsau" <[email hidden]> wrote in message news:b7a3ur$cq5tb$[email hidden]... > Yes I have heard a lot of other people complain about it too, but it just > has not been my experience. It seems that many of these people are usinga > non-zero speed sensitivity setting, which definitely messes up yourability > to control the car. What controller settings are you using? I still find > that the only way to make this sim drivable is with 0% speed sensitivity, > 50% sensitivity and 0% dead spot on all axes, and reduced steering lock in > the vehicle setup. Then it's just a matter of getting your line and your > gearing right. With those steering settings getting through low speedturns > is just a matter of choosing a gear that keeps the revs down, modulatingthe > throttle, and always straightening the wheel while accelerating. Allthings
Quoted text (8 lines)> which I am sure you know already, but they are more important in F1 2002 > than in other sims due to the extremely high power to weight ratio of the > cars. > > > "Iain Mackenzie" <[email hidden]> wrote in message > news:[email hidden]... > > Hmmm.. can't agree on that one I'm afraid. Low speed grip has been one
of > > the (few) common problems with F1 2002. I have it, and lots of others do > > too. However, many don't, so it could be down to the controllers used > which > > in my experience makes a lot of difference to the way any sim feels.Don't > > know why that should be, but there you are! > > Iain > > >
"Haqsau" wrote...
Quoted text (7 lines)> <snip> > Whenever I have downloaded mods where they tried to > improve the low speed grip, like the RSDG stuff, it > felt arcadey to me. If this new mod really matches > real life telemetry I'm all for it, but if the > author is just trying to make things feel better > I'm not interested.
I tried it and... you wouldn't be interested. I agree: completely overdone. Watching Imola qualfying rekindled my intrest in running an F1 sim. Though I was always happy about the overall grip situation in F1 2k2, I tended to find the mechanical response of the car rather "soggy", making me lose the car in situations like little low speed slides where, for the real F1 drivers, the car always seems to "bite". So I thought applying this patch might be a good idea. I'd sort of made a note of the announcement earlier, before the thought of running "unmodded" F1 2k2 again crossed my mind. Went back to find it, read your misgiving and decided to have a look for myself. Thank you very much for posting your doubts, Hal. You made me take the precaution of backing up the files which were going to be replaced. A wise move, it turns out as this patch borders, as you predicted, on the arcade. Though I like certain aspects like the response and the poise under braking, I found I could take *way* too many liberties in the driving department for this patch to remain believable. Also, the "improved" AI have the unsettling habit of "dying" at TAP (Throttle Application Point) leading to many a heartstopping moment. One doesn't expect another driver, who's just beaten one on the brakes and still made an apex to suddenly bog down on exit for no reason. As a minor niggle... all cars seem to have reverted to only having 6 gears. This is not necessarily a bad thing... proper racing cars have 6 gears, V8 or V12 engines and rev 11k (naturally aspirated and carburated, of course <g>), but it's not a representation of 2002 F1. Anyhow... uninstalled, gone, outta here. Thanks bud. Jan. =---
"GBB" wrote...
Quoted text (15 lines)> Imo the problem isn't low speed grip, which from cornering > speed and g-force is about right, it's low speed mechanical > balance. > > The front tyre grip is too high compared to the rear 49.2/ > 50.7 that makes the car very unstable at low speed, at > medium and high speed the aerodynamic grip balances the car. > > I've modified the generic.tbc for my own use to what I feel > is a better balance 48.7/51.3 It's probably still a bit too > forward biased but I feel it gives the car a much better > balance and feel, try it if you want: > <snip> > I also made a change to the springrates, closer to values > I found on the net.
Now *this* I like... the tyre acts as if it's made out of rubber all the time instead of reverting to silasto in certain conditions. A *lot* more crisp and, though this may be imagination, more progressive in wear as well. Car now "skates" the front a bit, but I assume this can be dialed out by setup. Thanks!! -Have you done the other compounds too? Jan. =--- PS.: now I need to search my backups for Hal's recommendations on how to not make the kerbs act as "sandpapery" as they do and then I'll be all set.
I ws just trying Imola again about an hour ago and noticed the same thing - no bite in front. I think it is because of the default damper settings in the "San Marino" setup, which have both fast and slow bump higher in front than in the rear. This contributes to stability and works fine if you get totally off the brakes before turning in, but if you don't the outside front will mush out on you and you will push. In fact even engine braking causes a push, you have to get right back on it to get any response. I'm familiar with that driving technique but it does not appear to me that modern open wheel racers drive that way, most of them decelerate almost all the way to the apex. I got somewhat better turn in by setting the bump dampers equal front and rear. Not sure that's the best solution, but it helped a bit. "Jan Verschueren" <[email hidden]> wrote in message news:VTkoa.53265$[email hidden]... > > Watching Imola qualfying rekindled my intrest in running an F1 sim. ThoughI > was always happy about the overall grip situation in F1 2k2, I tended to > find the mechanical response of the car rather "soggy", making me lose the > car in situations like little low speed slides where, for the real F1 > drivers, the car always seems to "bite". >
Jan Verschueren wrote:
Quoted text (45 lines)> "Haqsau" wrote... >> <snip> >> Whenever I have downloaded mods where they tried to >> improve the low speed grip, like the RSDG stuff, it >> felt arcadey to me. If this new mod really matches >> real life telemetry I'm all for it, but if the >> author is just trying to make things feel better >> I'm not interested. > > I tried it and... you wouldn't be interested. I agree: completely > overdone. > > Watching Imola qualfying rekindled my intrest in running an F1 sim. > Though I was always happy about the overall grip situation in F1 2k2, > I tended to find the mechanical response of the car rather "soggy", > making me lose the car in situations like little low speed slides > where, for the real F1 drivers, the car always seems to "bite". > > So I thought applying this patch might be a good idea. I'd sort of > made a note of the announcement earlier, before the thought of > running "unmodded" F1 2k2 again crossed my mind. Went back to find > it, read your misgiving and decided to have a look for myself. > > Thank you very much for posting your doubts, Hal. You made me take the > precaution of backing up the files which were going to be replaced. A > wise move, it turns out as this patch borders, as you predicted, on > the arcade. Though I like certain aspects like the response and the > poise under braking, I found I could take *way* too many liberties in > the driving department for this patch to remain believable. > > Also, the "improved" AI have the unsettling habit of "dying" at TAP > (Throttle Application Point) leading to many a heartstopping moment. > One doesn't expect another driver, who's just beaten one on the > brakes and still made an apex to suddenly bog down on exit for no > reason. > > As a minor niggle... all cars seem to have reverted to only having 6 > gears. This is not necessarily a bad thing... proper racing cars have > 6 gears, V8 or V12 engines and rev 11k (naturally aspirated and > carburated, of course <g>), but it's not a representation of 2002 F1. > > Anyhow... uninstalled, gone, outta here. Thanks bud. > > Jan. > =---
Do you by any chance still have the original files that I *stupidly* let it overwrite ? ;) -- Ian P <email invalid due to spammers>
Biz 20 Apr 2003 07:18 UTC↳ reply to Ian P#70190
They are on your original game cd Ian. -- Biz "Don't touch that please, your primitive intellect wouldn't understand alloys and compositions and,......things with molecular structures,....and the....." - Ash "Ian P" <[email hidden]> wrote in message news:X2moa.9496$[email hidden]... > Jan Verschueren wrote: > > "Haqsau" wrote... > >> <snip> > >> Whenever I have downloaded mods where they tried to > >> improve the low speed grip, like the RSDG stuff, it > >> felt arcadey to me. If this new mod really matches > >> real life telemetry I'm all for it, but if the > >> author is just trying to make things feel better > >> I'm not interested. > > > > I tried it and... you wouldn't be interested. I agree: completely > > overdone. > > > > Watching Imola qualfying rekindled my intrest in running an F1 sim. > > Though I was always happy about the overall grip situation in F1 2k2, > > I tended to find the mechanical response of the car rather "soggy", > > making me lose the car in situations like little low speed slides > > where, for the real F1 drivers, the car always seems to "bite". > > > > So I thought applying this patch might be a good idea. I'd sort of > > made a note of the announcement earlier, before the thought of > > running "unmodded" F1 2k2 again crossed my mind. Went back to find > > it, read your misgiving and decided to have a look for myself. > > > > Thank you very much for posting your doubts, Hal. You made me take the > > precaution of backing up the files which were going to be replaced. A > > wise move, it turns out as this patch borders, as you predicted, on > > the arcade. Though I like certain aspects like the response and the > > poise under braking, I found I could take *way* too many liberties in > > the driving department for this patch to remain believable. > > > > Also, the "improved" AI have the unsettling habit of "dying" at TAP > > (Throttle Application Point) leading to many a heartstopping moment. > > One doesn't expect another driver, who's just beaten one on the > > brakes and still made an apex to suddenly bog down on exit for no > > reason. > > > > As a minor niggle... all cars seem to have reverted to only having 6 > > gears. This is not necessarily a bad thing... proper racing cars have > > 6 gears, V8 or V12 engines and rev 11k (naturally aspirated and > > carburated, of course <g>), but it's not a representation of 2002 F1. > > > > Anyhow... uninstalled, gone, outta here. Thanks bud. > > > > Jan. > > =--- > > Do you by any chance still have the original files that I *stupidly* let it > overwrite ? ;) > > -- > > Ian P > <email invalid due to spammers> > > > >
I've been away for a while. What is "Real-World Physics 2.0" for F12K? (The original thread seems to have scrolled off the edge of the earth). TIA. "Haqsau" <[email hidden]> wrote in message news:b7sn44$42r8r$[email hidden]... > I ws just trying Imola again about an hour ago and noticed the samething - > no bite in front. I think it is because of the default damper settings in > the "San Marino" setup, which have both fast and slow bump higher in front > than in the rear. This contributes to stability and works fine if you get > totally off the brakes before turning in, but if you don't the outsidefront > will mush out on you and you will push. In fact even engine brakingcauses > a push, you have to get right back on it to get any response. I'mfamiliar
Quoted text (10 lines)> with that driving technique but it does not appear to me that modern open > wheel racers drive that way, most of them decelerate almost all the way to > the apex. I got somewhat better turn in by setting the bump dampers equal > front and rear. Not sure that's the best solution, but it helped a bit. > > > "Jan Verschueren" <[email hidden]> wrote in message > news:VTkoa.53265$[email hidden]... > > > > Watching Imola qualfying rekindled my intrest in running an F1 sim.
Though > I > > was always happy about the overall grip situation in F1 2k2, I tended to > > find the mechanical response of the car rather "soggy", making me losethe > > car in situations like little low speed slides where, for the real F1 > > drivers, the car always seems to "bite". > > > >
"Jan Verschueren" <[email hidden]> wrote in message news:N%koa.53269$[email hidden]...
Quoted text (20 lines)> "GBB" wrote... > > Imo the problem isn't low speed grip, which from cornering > > speed and g-force is about right, it's low speed mechanical > > balance. > > > > The front tyre grip is too high compared to the rear 49.2/ > > 50.7 that makes the car very unstable at low speed, at > > medium and high speed the aerodynamic grip balances the car. > > > > I've modified the generic.tbc for my own use to what I feel > > is a better balance 48.7/51.3 It's probably still a bit too > > forward biased but I feel it gives the car a much better > > balance and feel, try it if you want: > > <snip> > > I also made a change to the springrates, closer to values > > I found on the net. > > Now *this* I like... the tyre acts as if it's made out of rubber all the > time instead of reverting to silasto in certain conditions. A *lot* more > crisp and, though this may be imagination, more progressive in wear as
well.
Quoted text (9 lines)> > Car now "skates" the front a bit, but I assume this can be dialed out by > setup. > > Thanks!! -Have you done the other compounds too? > > Jan. > =--- > PS.: now I need to search my backups for Hal's recommendations on how to
not > make the kerbs act as "sandpapery" as they do and then I'll be all set. > > > Glad you like it, the progressive wear thing is probably because the car is more balanced, I haven't made any changes to the wear rate. You'll need to change your setups a bit, probably a slightly softer front end with a few clicks more wing and with the change in tyre springrates the whole car needs raising a bit to keep it from dragging. I feel that's more realistic as you could get away with running the car way too low before. I've done all the other compounds but not much testing with them. I've also got some ideas for doing Bridgestone/Michelins after watching Imola this weekend, they seem to have quite different damping rates. Here's the full lot: [COMPOUND] Name="Hard Compound" Front: DryLatLong=(1.673, 1.847) // Lateral/longitudinal coefficients in dry weather WetLatLong=(1.244, 1.410) // Lateral/longitudinal coefficients in wet weather Radius=0.325 // Radius of tire RadiusRPM=4.65e-6 // Increased radius per unit RPM SpringBase=44500.0 // Base spring rate with no pressure SpringkPa=983.0 // Spring rate per unit pressure Damper=545.0 // Damping rate of tire LoadSens=30500.0 // Load sensitivity of tire LatPeak=(0.10, 0.21, 24415.0) // Slip range where lateral peak force occurs depending on load LongPeak=(0.10, 0.21, 24415.0) // Slip range where longitudinal peak force occurs depending on load LatCurve="Default" // Slip angle curve (data uses normalized angle) BrakingCurve="Default" // Slip ratio curve under braking TractiveCurve="Default" // Slip ratio curve under acceleration Camber=(3.05, 0.10) // Peak camber angle and additional lateral force gained RollingHeat=12.3 // Heat caused by rolling (deg C per unit rotation times deflection) FrictionHeat=0.385 // Heat caused from friction (deg C per unit force lost thru slippage) WearRate=0.837e-7 // Wear rate constant Softness=0.5 // Softness is now just for AI use AILoad=18000.0 // Simple load sensitivity for AI vehicles AIGripMult=0.975 // Grip multiplier for AI vehicles (due to tire model simplification) OptimumTemp=114.0 // Optimum operating temperature for peak forces (Celsius) OptimumPressure=143.0 // Optimum warm pressure for tire to remain flat on ground Rear: DryLatLong=(1.762, 1.898) WetLatLong=(1.309, 1.447) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=66810.0 SpringkPa=1024.0 Damper=610.0 LoadSens=30500.0 LatPeak=(0.09, 0.19, 24415.0) LongPeak=(0.09, 0.19, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(2.05, 0.08) RollingHeat=10.0 FrictionHeat=0.252 WearRate=0.545e-7 Softness=0.5 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=114.0 OptimumPressure=135.0 [COMPOUND] Name="Soft Compound" Front: DryLatLong=(1.723, 1.898) WetLatLong=(1.304, 1.467) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=44500.0 SpringkPa=983.0 Damper=545.0 LoadSens=30500.0 LatPeak=(0.10, 0.21, 24415.0) LongPeak=(0.10, 0.21, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(3.05, 0.10) RollingHeat=14.8 FrictionHeat=0.390 WearRate=1.006e-7 Softness=0.6 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=112.0 OptimumPressure=143.0 Rear: DryLatLong=(1.814, 1.873) WetLatLong=(1.373, 1.422) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=66810.0 SpringkPa=1024.0 Damper=610.0 LoadSens=30500.0 LatPeak=(0.09, 0.19, 24415.0) LongPeak=(0.09, 0.19, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(2.05, 0.08) RollingHeat=12.0 FrictionHeat=0.255 WearRate=0.658e-7 Softness=0.6 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=112.0 OptimumPressure=135.0 [COMPOUND] Name="Intermediate Compound" WetWeather=1 Front: DryLatLong=(1.624, 1.796) WetLatLong=(1.475, 1.643) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=44500.0 SpringkPa=983.0 Damper=545.0 LoadSens=30500.0 LatPeak=(0.10, 0.21, 24415.0) LongPeak=(0.10, 0.21, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(3.05, 0.10) RollingHeat=18.5 FrictionHeat=0.397 WearRate=1.261e-7 Softness=0.75 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=109.0 OptimumPressure=143.0 Rear: DryLatLong=(1.709, 1.847) WetLatLong=(1.552, 1.694) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=66810.0 SpringkPa=1024.0 Damper=610.0 LoadSens=30500.0 LatPeak=(0.09, 0.19, 24415.0) LongPeak=(0.09, 0.19, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(2.05, 0.08) RollingHeat=15.1 FrictionHeat=0.260 WearRate=0.829e-7 Softness=0.75 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=109.0 OptimumPressure=135.0 [COMPOUND] Name="Wet Compound" WetWeather=1 Front: DryLatLong=(1.391, 1.570) WetLatLong=(1.574, 1.745) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=44500.0 SpringkPa=983.0 Damper=545.0 LoadSens=30500.0 LatPeak=(0.10, 0.21, 24415.0) LongPeak=(0.10, 0.21, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(3.05, 0.10) RollingHeat=22.2 FrictionHeat=0.405 WearRate=1.522e-7 Softness=0.9 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=107.0 OptimumPressure=143.0 Rear: DryLatLong=(1.464, 1.594) WetLatLong=(1.657, 1.796) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=66810.0 SpringkPa=1024.0 Damper=610.0 LoadSens=30500.0 LatPeak=(0.09, 0.19, 24415.0) LongPeak=(0.09, 0.19, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(2.05, 0.08) RollingHeat=18.0 FrictionHeat=0.264 WearRate=1.005e-7 Softness=0.9 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=107.0 OptimumPressure=135.0 [COMPOUND] Name="Monsoon Compound" WetWeather=1 Front: DryLatLong=(1.293, 1.410) WetLatLong=(1.624, 1.796) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=44500.0 SpringkPa=983.0 Damper=545.0 LoadSens=30500.0 LatPeak=(0.10, 0.21, 24415.0) LongPeak=(0.10, 0.21, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" RollingHeat=24.7 FrictionHeat=0.410 WearRate=1.694e-7 Camber=(3.05, 0.10) Softness=1.0 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=105.0 OptimumPressure=143.0 Rear: DryLatLong=(1.362, 1.553) WetLatLong=(1.709, 1.841) Radius=0.325 RadiusRPM=4.65e-6 SpringBase=66810.0 SpringkPa=1024.0 Damper=610.0 LoadSens=30500.0 LatPeak=(0.09, 0.19, 24415.0) LongPeak=(0.09, 0.19, 24415.0) LatCurve="Default" BrakingCurve="Default" TractiveCurve="Default" Camber=(2.05, 0.08) RollingHeat=20.1 FrictionHeat=0.267 WearRate=1.118e-7 Softness=1.0 AILoad=18000.0 AIGripMult=0.975 OptimumTemp=105.0 OptimumPressure=135.0
Here's the original post again:
Quoted text (7 lines)> This is the second version of the real physics patch for F1 2002. It gives > you a more realistic feel of driving a F1 car. Also in version 2.0 the > ability of your computer opponents is improved. Now, if you have found the > AI-strength level that fits your skills, you should be compatible with the > AI without changing the AI-strength during a season. > >
http://www.m4driving.sm/files/comment.php?dlid=126&PHPSESSID=691b697037e718e > cd2f1ec67775b3ddf "Steve Smith" <[email hidden]> wrote in message news:Qkvoa.15971$[email hidden]... > I've been away for a while. What is "Real-World Physics 2.0" for F12K? > (The original thread seems to have scrolled off the edge of the earth). > TIA. >
Thx! Will take it for a spin. "Haqsau" <[email hidden]> wrote in message news:b7ua55$4htmu$[email hidden]... > Here's the original post again: > > > This is the second version of the real physics patch for F1 2002. Itgives > > you a more realistic feel of driving a F1 car. Also in version 2.0 the > > ability of your computer opponents is improved. Now, if you have foundthe > > AI-strength level that fits your skills, you should be compatible withthe > > AI without changing the AI-strength during a season. > > > > >http://www.m4driving.sm/files/comment.php?dlid=126&PHPSESSID=691b697037e718e
Quoted text (13 lines)> > cd2f1ec67775b3ddf > > > > > "Steve Smith" <[email hidden]> wrote in message > news:Qkvoa.15971$[email hidden]... > > I've been away for a while. What is "Real-World Physics 2.0" for F12K? > > (The original thread seems to have scrolled off the edge of the earth). > > TIA. > > > >

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