Track editor english tutorial uploaded, anyone interested?

Posted by R_Scandura 
Hi
I just uploaded the english version of my previuos italian tutorial to track editing.
It is divided into arguments and then into sub-arguments for a fast location of the subjects (see the summary).
I updated the contents with more pics and descriptions, corrected some errors and added some new arguments like the Gp2 conversion and the magicdata.
I tried to follow a logical line starting from the beginning to the detail editing so, used in accordance to the Addie Walti tutorial maybe they could be useful to someone.
Surely my english is not so good but the guides should be clear enough. If someone has some suggestions or errors to correct please tell me.


About the magicdata section, I tried to give a decription for all the values involved: some of them are easy to edit, some other look weird at least to me. So if some expert of magic data would have a look to it I would be happy to understand more about creating decent magicdata.

cya

-------------------------------




Edited 1 time(s). Last edit at 02/18/2005 09:43PM by R_Scandura.
Uploaded where?
Here?
Somewhere else?
where can i find this tutorial?

( i hope that would be excelled as your tracks , Maestro )

Great!

Thank you Roberto!

someone can send me this tutorial to nanomagic_thefirst@hotmail.com

thancks!
Hi
of course it is upladed here...
you only have to wait for the next site update to see it and the last tracks uploaded.

bye

-------------------------------




Edited 1 time(s). Last edit at 02/19/2005 03:34PM by R_Scandura.
Thanks Roberto! It's gonna be useful for me!
Thanks you a million Roberto, maybe I will be able to finish my track then :)

Thanks GP3Hotlaps
Thanks Roberto!
I had already downloaded the italian version, and was very frustrated because I don't speak italian ;-)
But this english version is really very informative.
Thanks for sharing your knowlege.
I hope to upload my first track soon.

Thijs
It's here now.
Thank you.
Hi
good luck guys! I'm happy to give my contribute...

Cya :)

-------------------------------
I download. Its a great tutorial. The CC line chapter is excellent!
Thanks Roberto.
Hi Roberto
I don´t know anything about construction tracks. ¿Do you think with the tutorial I can learn to do it?.
Thanks Bata
Hi
by new tests I'm trying to update again the guides with new, I hope useful details. The first part updated is the cc-line editing.

You can find temporarily the new files here:
[members.lycos.co.uk]

I marked in yellow the new concepts.
I decided to annotate a problem that usually make me waste lots of time as I always forget about it and tried to explain the possible problem of some tracks like Fiorano, Phillip Island, Bathurst, where with the auto-braking on, the human car magically stops in the middle of the straight...


@ Bata
a tutorial is usually made to help to learn. Try to read it and make some tests. It's the only way to know :).

CYA

-------------------------------




Edited 2 time(s). Last edit at 01/12/2006 11:14AM by R_Scandura.
hi roberto

> About the magicdata section, I tried to give a
> decription for all the values involved: some of
> them are easy to edit, some other look weird at
> least to me. So if some expert of magic data would
> have a look to it I would be happy to understand
> more about creating decent magicdata.
>


some ammendments

[gp3 magic file]

170 ; front wing (i.e. 170 = 19)
167 ; rear wing (i.e. 167 = 16)

0 to 20 should only be used

----------------------------------------------
172 ; 1st (i.e. 172 = 21)
178 ; 2nd (i.e. 178 = 27)
184 ; 3rd
190 ; 4th
196 ; 5th
202 ; 6th


17 to 70
--------------------------------------

55 ; hard tyre
54 ; soft tyre
100 ; ¡Ý 50 for soft tyres else hard tyres
16384 ; unused
16384 ; unused
16384 ; unused
16384 ; unused
15955 ; track grip
16384 ; unused
16384 ; unused

--------------------------------------

26 ; related to next value
values 16 to 35

1010 ; cc-cars ride height
values 850 to 1040

16200 ; air resistance
values 15000 to 17500


ride height for all cars, all 3 are related, also effects cc power factor (ace)
setup with default settings
set ride height to your liking , then adjust (; related to next value)
; air resistance and cc power factor then need adjusting.

------------------------------------------

7283 ; fuel quantity
128 ; subtracted from diff between field_e2 of 2 cars and then compared to speed of first car
15782 ; tyre wear or tyre resistance in race

--------------------------------------------------

64768 ; added to car.field_108. related to cc grip factor
values 64512 to 0(65536) in multiples of 128
384 ; grip???
related to above
values 256,384,480,512,640,768

----------------------------------------------------

10640 ; cc power factor (ace)
9400 ; cc grip factor (ace)

you get strange results with values above 540 for both power and grip

--------------------------------------------------------

10580 ; cc power factor (semi-pro)
9200 ; cc grip factor (semi-pro)
8220 ; cc power factor (rookie)
8850 ; cc grip factor (rookie)

-------------------------------------------------------

512 ; cc random perf range min
2048 ; cc random perf range max
always leave as default

---------------------------------------------------------

64 ; cc-cars error value
64 ; sectors to repair the error for cc-cars
16 ; sectors to prepare to enter the pits in entrance
16 ; sectors to re-join the cc-line when left the pit exit
16384 ; speed to approach the pit entrance
---------------------------------------------------------------

17892 ; fuel consumption for human car
16883 ; fuel consumption cc-cars

both related

----------------------------------------------------------

8100 ; 1100 to 8192 is the pace of the cc-cars (involving also the human car)

-----------------------------------------------------------

80 ; a segment nr before which flag 0x80 in car.flags_ce is not cleared
sectors that cars do not overtake at start

----------------------------------------------------------

80700 ; timing factor? (dword!)
seconds ie: 1m 20.7

-100 ; timing factor finetune? (dword!)
roughly in seconds

------------------------------------------------------------

16782 ; helps decide if a tyre set needs changing? (dword!)
14500 ; same as above (dword!)
20 ; rain chance

-------------------------------------------------------------

6 ; segment nr (start of some range)
6 ; segment nr (end of some range)
leave as default - not important something to do with pit lane

---------------------------------------------------------------


pk





[www.belini.fsnet.co.uk]


To Roberto,
thanks for that great English tutorial. Can you or someone else the dat.files
of Fiorano, Phillip Island, Bathurst... correct ?? Thanks in advance.

Happy racing from Germany !!!
Hello Belini
thanks a lot, some values are more clear now. I always struggle with magicdata...

80700 ; timing factor? (dword!)
seconds ie: 1m 20.7
-100 ; timing factor finetune? (dword!)
roughly in seconds

Is the second value a kind of range for the lap time?
The timing factor was a little weird to me. It seems a partially passive value. I suppose it must contain the proper pole-time in accordance with the racing category I would like to simulate on that track. Then to see the good result I need anyway to fit the performaces til the polesitter gets near that lap time (suspposing the used physic file is realistic). Is it correct?


80 ; a segment nr before which flag 0x80 in car.flags_ce is not cleared
sectors that cars do not overtake at start

Just to know, does this value involve in some way the reaction of the cc-cars when starting lights turn off? I mean, in the first 100/200 meters of the race I'm always 3 times faster than everyone and cc-cars move very slow from their slots.




@ Drafi5
Hi
I have somewhere the corrected Phillip Island as it saved the old cc-line, for the others I think a new cc-line is needed or a deep testing.


CYA

-------------------------------
hi roberto

R_Scandura Wrote:
-------------------------------------------------------
> Hello Belini
> thanks a lot, some values are more clear now. I
> always struggle with magicdata...
>
> 80700 ; timing factor? (dword!)
> seconds ie: 1m 20.7
> -100 ; timing factor finetune? (dword!)
> roughly in seconds
>
> Is the second value a kind of range for the lap
> time?
> The timing factor was a little weird to me. It
> seems a partially passive value. I suppose it must
> contain the proper pole-time in accordance with
> the racing category I would like to simulate on
> that track. Then to see the good result I need
> anyway to fit the performaces til the polesitter
> gets near that lap time (suspposing the used
> physic file is realistic). Is it correct?
>

yep, timing factor is the pole time, it' also important as it governs
multi-play turns, when it's too far out multi-play gets screwed up.

if you stick to the values I mentioned in the previous answer then timing
fine tune should work out at around 1000=1sec, +1000 lowers the lap time
by 1 sec, -1000 increases, a bit wierd but true.

>
> 80 ; a segment nr before which flag 0x80 in
> car.flags_ce is not cleared
> sectors that cars do not overtake at start
>
> Just to know, does this value involve in some way
> the reaction of the cc-cars when starting lights
> turn off? I mean, in the first 100/200 meters of
> the race I'm always 3 times faster than everyone
> and cc-cars move very slow from their slots.
>

remember that the player only really has one or 2 cars on the grid that has
similar grip, so it's no surprise you're quicker off the line than the ai.

the belini grip patch works well in this situation, try getting zsolt baumgartner
off the line with the patch, the ai are 100m up the road before there's any
serious forward motion in that minardi.

what I also do is leave it out of gear until the reds go out whilst keeping the
revs up, reduces the players advantage even more, works for the wheel anyway.

regarding the magic value

if you take a look at melbourne you'll see this value is set at 128 (gp32k), if
you watch the start you'll see that the ai stick to their side of the track until
the exit of turn 2, change the value to 0 and the ai will start changing position
immediately after crossing the s/f line.

if you're using the belini gp32k patch it removes this behaviour before the s/f
line too

pk






[www.belini.fsnet.co.uk]



Hi
tnx this finally explains the annoying effect in Melburne!

Usually to reduce the advantage at start I shift to the 1st and at the beginning i let my car move itself and start to accelerate only after the car passed the 20Km/h so we push all at the same time

About the Gp32k Grip patch I still haven't tested it. I use mainly Gp3 1.13 so I don't know if it works with it.

Now I'm testing the
16782 ; helps decide if a tyre set needs changing? (dword!)
14500 ; same as above (dword!)

when it starts to rain, usually cc-cars make too many laps before they change the tyres, although the track is completely wet. The same is when the rain ends.
It was hard to have optimal conditions to test them so i'm trying to understand if both they are related to cc-cars/human car like the fuel cosumption.

cya

-------------------------------
R_Scandura Wrote:
-------------------------------------------------------

> About the Gp32k Grip patch I still haven't tested
> it. I use mainly Gp3 1.13 so I don't know if it
> works with it.
>

there;s a gp3 version too, grip patch only

> Now I'm testing the
> 16782 ; helps decide if a tyre set needs changing?
> (dword!)
> 14500 ; same as above (dword!)
>
> when it starts to rain, usually cc-cars make too
> many laps before they change the tyres, although
> the track is completely wet. The same is when the
> rain ends.
> It was hard to have optimal conditions to test
> them so i'm trying to understand if both they are
> related to cc-cars/human car like the fuel
> cosumption.
>

good luck!!!

I've never quite worked out what these do, doesn't help that gp3
is always adding random data, I'm not certain that they are tyre
related. gp32k handles wet races differently and a bit more sensibly
than gp3

pk





[www.belini.fsnet.co.uk]




Sorry, only registered users may post in this forum.

Click here to login

Maintainer: mortal, stephan | Design: stephan, Lo2k | Moderatoren: mortal, TomMK, Noog, stephan | Downloads: Lo2k | Supported by: Atlassian Experts Berlin | Forum Rules | Policy