GPxPatch 4.40 [Released]

Posted by SDI 
Re: GPxPatch 4.40 [Released]
Date: August 25, 2015 08:06PM
Posted by: SDI
Here's a (silly) example for individual power and failure probability in the performance text file:

[FailureProbability]
Team #00=65000,0
Team #01=65000,0
Team #02=65000,0
Team #03=65000,0
Team #04=65000,0
Team #05=65000,0
Team #06=65000,0
Team #07=65000,0
Team #08=65000,0
Team #09=65000,0
Team #10=65000,0

[QualifyPower]
Team #00=719,1000
Team #01=684,1000
Team #02=717,1000
Team #03=694,1000
Team #04=683,1000
Team #05=689,1000
Team #06=681,1000
Team #07=684,1000
Team #08=703,1000
Team #09=684,1000
Team #10=680,1000

[RacePower]
Team #00=719,300
Team #01=684,300
Team #02=717,300
Team #03=694,300
Team #04=683,300
Team #05=689,300
Team #06=681,300
Team #07=684,300
Team #08=703,300
Team #09=684,300
Team #10=680,300

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: GPxPatch 4.40 [Released]
Date: August 25, 2015 08:11PM
Posted by: SDI
jcaranti Schreef:
-------------------------------------------------------
> SDI i see its possible multiple tyre walls
> textures.
>
> Could the same be done for steering wheel
> textures, one for each team at the same time?
> If your not sure whitch .tex files are involved
> let me know and i will give you the information.
>
> I think its the same principal the tyre walls and
> the steering wheels. (Y)

It's not the same principle as the game already had multiple tyre walls. For steering wheels it is much harder to implement.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: GPxPatch 4.40 [Released]
Date: August 25, 2015 08:23PM
Posted by: Anonymous User
SDI Wrote:
-------------------------------------------------------
> It's not the same principle as the game already
> had multiple tyre walls. For steering wheels it is
> much harder to implement.

Ok. But can you give it try please? I think that can make a difference.

Kind regards
Jorge.(Y)
Re: GPxPatch 4.40 [Released]
Date: August 25, 2015 09:45PM
Posted by: Meteoro405
Thanks René !!!!!!!

Mods & Tracks for GP4 - [www.mediafire.com]


Keeping alive the GP4
Re: GPxPatch 4.40 [Released]
Date: August 25, 2015 09:56PM
Posted by: Alessio88
SDI Wrote:
-------------------------------------------------------
> Here's a (silly) example for individual power and
> failure probability in the performance text file:
>
>
>
> Team #00=65000,0
> Team #01=65000,0
> Team #02=65000,0
> Team #03=65000,0
> Team #04=65000,0
> Team #05=65000,0
> Team #06=65000,0
> Team #07=65000,0
> Team #08=65000,0
> Team #09=65000,0
> Team #10=65000,0
>
>
> Team #00=719,1000
> Team #01=684,1000
> Team #02=717,1000
> Team #03=694,1000
> Team #04=683,1000
> Team #05=689,1000
> Team #06=681,1000
> Team #07=684,1000
> Team #08=703,1000
> Team #09=684,1000
> Team #10=680,1000
>
>
> Team #00=719,300
> Team #01=684,300
> Team #02=717,300
> Team #03=694,300
> Team #04=683,300
> Team #05=689,300
> Team #06=681,300
> Team #07=684,300
> Team #08=703,300
> Team #09=684,300
> Team #10=680,300
>

So we need to add this at the bottom in our performance.txt file to make it work Renè?

Greetings
Alessio


CoM3 oN McL4R3n.....:)
Re: GPxPatch 4.40 [Released]
Date: August 25, 2015 10:05PM
Posted by: SDI
Yes, you only have to use more reasonable numbers.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: GPxPatch 4.40 [Released]
Date: August 25, 2015 10:22PM
Posted by: LuiGigi48
SDI, can I ask you something? First, in this release, there's write that every car now have his own grip performance, this means that, for example, if I choose a Minardi I'll have less grip than a Ferrari? If that's so, is great because finally there will be a difference for the player between a top car and a less powerful car!

Second, in your "model" of new performance file, the team power and failure are written in another place respect to the old performance file, where the team power and failure were written at the top of the driver grip, this means that we'll need to change all the old performance files to this one or the old ones can still be used for this setting?

I hope I explained myself, I'm not English and I dont't speak it very well.

Ciao!
Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 12:48AM
Posted by: SDI
Yes, a Minardi will have less grip (and less power) than a Ferrari now, as long as you make sure to set the "Player car performance team dependent" option to "Power and grip".

The old performance files will still work with respect to the power and failure probability settings, but they are per team of course. If you want to have car specific settings you'll need to use the new sections.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 05:44AM
Posted by: AUS_Doug
Hi René,
Just so that I know I'm reading this right:

[FailureProbability]
Team #00=65000,0

Would mean Car 1 of Team #00 has probability of 65000 and Car 2 has probability of 0?

Cheers.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 08:22AM
Posted by: Cosmic
Hi Doug,

I think it is just the way you wrote...but Rene will surely give an answer to that.


Where do I edit the grip for each Team??
Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 08:57AM
Posted by: miki2000milos
SDI Wrote:
-------------------------------------------------------
> Yes, a Minardi will have less grip (and less
> power) than a Ferrari now, as long as you make
> sure to set the "Player car performance team
> dependent" option to "Power and grip".
>
> The old performance files will still work with
> respect to the power and failure probability
> settings, but they are per team of course. If you
> want to have car specific settings you'll need to
> use the new sections.

So for the power value it uses the power value, but fr the grip value it uses the driver skill value right?




GPGSL - Yakuza driver

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Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 12:05PM
Posted by: LuiGigi48
Yes René, I tried this option with the 1994 Mod, I'm doing a championship with Ratzenberger, I always fought for the first positions, now I can barely stay in front of my team mate. Finally, now there will be differences between driving different cars! Thank you very much René, you're the best!
Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 12:42PM
Posted by: Turbo Lover
Not the best, but a legend. :)



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 05:14PM
Posted by: Alessio88
Ok,thanks a lot Renè a last question,what about the old failure chances and the old team power that are just on top of the driver names,do we need to delete them or just leave them and gpxpatch will work with the new value on bottom anyway?thanks a lot mate...

Name=Mercedes,Mercedes
Performance=812,810,0
First Driver=44,Lewis Hamilton,16510,10,16665,10,LH,HAM
Second Driver=6,Nico Rosberg,16430,8,16535,8,NR,ROS

Greetings
Alessio


CoM3 oN McL4R3n.....:)
Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 07:51PM
Posted by: SDI
@AUS_Doug: Yes, you are reading it right.

@Cosmic: As miki2000milos guessed it correctly, the grip is can be edited through Driver Ability and Var. (that's how TeamEditor calls it). This has always been this way, but in 4.40 the grip will also work properly for players now (if "Player car performance team dependent" is set to Grip or Power and Grip).

E.g.:
Second Driver=8,jenson button,14464,1152,14464,1152

That's race ability/var. and qualify ability/var. for Jenson Button.

For players there's also another grip value now, called player master grip:

[Player]
Grip=16384

@LuiGigi48: I'm glad it works!

@Alessio88: You can keep the old values in there, they will be ignored once you specify the new values. So GPxPatch is backward compatible with old performance files, and takes advantage of new ones.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: GPxPatch 4.40 [Released]
Date: August 26, 2015 08:28PM
Posted by: SDI
Ok, looks like the backward compatibility is broken, see the GPxPatch 4.41 thread.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: GPxPatch 4.40 [Released]
Date: August 27, 2015 07:48AM
Posted by: Cosmic
>
> E.g.:
>
> Second Driver=8,jenson
> button,14464,1152,14464,1152
>
>
> That's race ability/var. and qualify ability/var.
> for Jenson Button.
>
> For players there's also another grip value now,
> called player master grip:
>
>
>
> Grip=16384
>

Good morning René,

so if I understand you correctly, I can set this Player Master Grip.
If I don't set this value in a Performance file, the grip for the Player is taken from the race/qualify ability?!

If I set the Master Grip, the grip for each Player in a hotseat-mode race is the same, if not it's Team/car dependent?!

Thanks in advance for your work and all the time you spend for answering our questions!!!

Regards
Lutz
Re: GPxPatch 4.40 [Released]
Date: August 27, 2015 12:39PM
Posted by: SDI
The player master grip is independent of the grip value set by the driver ability. It's a different kind of grip value, deep inside the physics model for player cars (computer cars use a simplified model that does not include this grip value).
You can use it to finetune your own car's performance after you've tuned all the car power and driver ability values.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: GPxPatch 4.40 [Released]
Date: August 27, 2015 01:04PM
Posted by: Cosmic
OK, thanks René!

So if I Play a hotseat mode with different Teams the cars will not have the same power/grip when there are different values for power/ability...!

That's great!!!!
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