belini nurburgring 1999 to 2005 screenshots

Posted by belini 
belini nurburgring 1999 to 2005 screenshots
Date: July 20, 2005 06:18PM
Posted by: belini
belini gp4 to gp32k nurburgring 1999 to 2005 v4 released

track changes
2002 new layout
2003 new ngk chicane

tracks feature correct lap times, strategies, weather conditions, retirements,
split points, pit speed limit traps, default car setups, track markings and all
advertising and track changes corresponding to the year.

ALL BELINI TRACKS REQUIRE BELINI GENJAMS v2
all tracks are programmed for use with belini grip patch/physics v4





1999


2000


2001


2002


2003


2004


2005







[www.belini.fsnet.co.uk]


Re: belini nurburgring 1999 to 2005 screenshots
Date: July 20, 2005 06:45PM
Posted by: drafi5
Thank you very much, Paul, for another conversion, great work as always !
What will come next, Monaco ?

Happy racing from Germany !!!
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 20, 2005 07:21PM
Posted by: The Lopper
Absolutely excellent stuff, it gives the Nurburgring an epic feel, makes you realise, it isn't that bad a circuit, its only because it has to live up to the original Ring that it is under-rated, you get such a sense of history when driving by the castle in the distance :)

Can't wait to see Spa ;)
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 20, 2005 07:22PM
Posted by: mimo
this track has some compatibility with gp3 v1.13?



Edited 1 time(s). Last edit at 07/20/2005 08:26PM by mimo.
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 20, 2005 08:04PM
Posted by: bigears
It will be if you add the correct magic data in the game.

I am looking forward to it as always, as I am a massive Nurburgring Nordschleife track, I always want to get a proper feel of driving around the Eifel mountains (but no jumps or lack of run off though :() so I am sure this is the closest I can get in GP3.

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

Did your birth certificate come with an apology letter from Durex?
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 20, 2005 08:35PM
Posted by: The Lopper
WEll you do get a great sense of being in the mountains. :)
Once again, excellent work Paul

Re: belini nurburgring 1999 to 2005 screenshots
Date: July 21, 2005 08:09AM
Posted by: drafi5
@ bigears:
Feel the same like you, if it would be possible to drive the Nordschleife in GP3
(I hope to drive it in reality in the near future).
I know the track is much too long, but a part of it would do, is there any chance
that your beta version becomes a drivable one ?!

Happy racing from Gemany !!
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 21, 2005 04:22PM
Posted by: belini
drafi5 Wrote:
-------------------------------------------------------
> Thank you very much, Paul, for another conversion,
> great work as always !
> What will come next, Monaco ?
>
> Happy racing from Germany !!!


I think montreal will be next, monaco's nearly finished, been working on the
damn thing for the past 15 months be nice to get it out.

pk





[www.belini.fsnet.co.uk]




Re: belini nurburgring 1999 to 2005 screenshots
Date: July 21, 2005 09:57PM
Posted by: The Lopper
I think montreal will be next, monaco's nearly finished, been working on the
damn thing for the past 15 months be nice to get it out.


Eagerly awaiting these releases! \o/

Re: belini nurburgring 1999 to 2005 screenshots
Date: July 21, 2005 10:42PM
Posted by: drafi5
Great news, Paul, I am looking forward to the next releases.

Happy racing from Germany !!!
Hi.
Your tracks are great, Paul, fantastic, beautiful textures and everything...So much effort and time has been put in...
But they are too easy to drive, ie. I'm too fast on them :) Even the v4 versions.
If I use the most powerful engine I'm more than 2 seconds under the pole time.
Calculating player's grip doesn't work for me. I have to use 15872 at most to get realistic lap times...Would like to be able to drive with the default grip anyway, and get realistic times.

But i'm not gonna give up because the tracks are just so awesome. I think I'll play a little with the timing factor finetune and the cc grip factor.
I should be able to lap the circuits around realistic pole time using the best car in a carset.

Would it be too much trouble to release 2 versions of each track (magic data), one "standard" and the other much tougher? :)
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 23, 2005 04:01PM
Posted by: belini
Speed_Addict Wrote:
-------------------------------------------------------
> Hi.
> Your tracks are great, Paul, fantastic, beautiful
> textures and everything...So much effort and time
> has been put in...
> But they are too easy to drive, ie. I'm too fast
> on them Even the v4 versions.
> If I use the most powerful engine I'm more than 2
> seconds under the pole time.
> Calculating player's grip doesn't work for me. I
> have to use 15872 at most to get realistic lap
> times...Would like to be able to drive with the
> default grip anyway, and get realistic times.
>
> But i'm not gonna give up because the tracks are
> just so awesome. I think I'll play a little with
> the timing factor finetune and the cc grip
> factor.
> I should be able to lap the circuits around
> realistic pole time using the best car in a
> carset.
>
> Would it be too much trouble to release 2 versions
> of each track (magic data), one "standard" and the
> other much tougher?


if you're running 2sec a lap faster with default setup and 12deg lock
than you really are a speed addict:)

I assume you're running gp32k, ace level, grip patch and v4 physics?

I know you haven't asked about this but I'll take this opportunity just to answer
any questions about the physics.

all they do is add the drag that gives the more realistic slipstreaming effect and
I marginally increase the braking force as the seasons progress, the drag is then
corrected by a value I patch with the grip patch, run the physics without the grip
patch will result in the cars being really slow in a straight line and vice versa,
really high top speeds when running the grip patch without the physics.

ok that's done.....


I have to say I'd prefer the player to be quicker, the grip patch removes
the use of the ai grip value (desc 54) in the magic as it now has an equal
effect on the players grip as the ai and it's much easier to slow the player.

there's actually 4 levels of grip (I've found so far) within the game, the player
grip util just alters one of these and has no effect on other in game factors
like tyre wear, so really default player grip isn't really relevant anymore as
track grip and desc 54 (ai grip) also alters player grip levels substantially.
using the grip util to reduce player grip to a level that the ai is competitive is
in fact default grip.

the magic in the v4 tracks now conforms to that of the original tracks, there's
not much gain in changing it maybe 0.3sec. setting desc 51 to zero should do this.

the grip util calculations are only be rough guide and do work best when using
default setups, even then they more often than not need adjusting. it's meant more
of a guide than anything else.


some suggestions:

if using a wheel, first thing is reduce lock to 12deg and increase steering
help up to at least 90%, personally I like my steering help to be 50% with a
lock of 20deg but this gives the player a big advantage over the ai in slower
corners and hairpins. using these settings your car will have the same
restrictions in slower corners as the ai.

you can try increasing the ai performance grip settings but when running 100%
race distance the ai performance will drop off, you'll also start to get quite large
discrepancies in sector times.

I know that a lot of folks love getting there hands dirty setting up the
cars for optimum performance (well I used to...), but it is to the detriment of
the racing as the player car will do things the ai can't.

try default car setups, the gain is substantial (at least 2/3sec) just by
messing with ride height and packers and even greater when you get into
springs/dampers and diff. also try running the same front wing angle as the
rear, the ai doesn't have the same speed gain as the player when running
with bigger front wing settings.

in short for best racing use default car setups, default steering and let
the game control your pit stop strategy.

pk





[www.belini.fsnet.co.uk]



Thank you for your answer.
I followed all your advices and although I didn



Edited 1 time(s). Last edit at 07/23/2005 08:53PM by Speed_Addict.
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 23, 2005 09:29PM
Posted by: St.Hubbins
You could always adjust the performance file so cc's are generally faster. I assume you are using the Belini perf file and physics too ('everything' would of course include these!) Problem then is you will get cc's making unrealistic lap times.

Can't say I have yet entered into competition with Belini tracks etc, maybe I will take a look myself.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The test of a first-rate intelligence is the ability to hold two opposed ideas in the mind at the same time, and still retain the ability to function. -- F.Scott Fitzgerald
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 23, 2005 10:29PM
Posted by: belini
Speed_Addict Wrote:
-------------------------------------------------------
> Thank you for your answer.
> I followed all your advices and although I didn
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 24, 2005 01:51AM
Posted by: belini
just one other thing, shanghai is not a track that will work with the v4
patch as i've not got around to reprogramming the magic yet, a quick fix
for this is to zero desc 51

pk






[www.belini.fsnet.co.uk]



Re: belini nurburgring 1999 to 2005 screenshots
Date: July 24, 2005 05:01AM
Posted by: bert
@belini

do any of the nurburgring tracks
work in gp3 1.13?
Re: belini nurburgring 1999 to 2005 screenshots
Date: July 24, 2005 09:59PM
Posted by: belini
bert Wrote:
-------------------------------------------------------
> @belini
>
> do any of the nurburgring tracks
> work in gp3 1.13?


nope





[www.belini.fsnet.co.uk]

Re: belini nurburgring 1999 to 2005 screenshots
Date: July 25, 2005 07:54PM
Posted by: St.Hubbins
Okay, I just tried a basic test - Season physics, default grip, ie. not changed with the human grip util, Belini grip patch, Ace skill level, relevent perf file and track etc, keyboard control, track dependent setups....

I ran a 60 minute qualy session with no players selected:
Imola 2004, Pole - M. Schumacher 1m 19.184s
Imola 2005, Pole - Alonso 1m 19.868s

Then into free practice using the car that qualified on pole, my times after only 3 hotlaps on each track:
Imola 2004, 1m 17.363
Imola 2005, 1m 17.801

Now, if I understand correctly I should adjust the player grip so that I am matching the cc pole time. But that is a long way to go, 1.8 - 2.0s. I can't help but feel that I will need to reduce the grip so much that cc's will kill me in the slower turns. I'd rather not adjust the cc grip as it is nice to have realistic(ish) laptimes.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The test of a first-rate intelligence is the ability to hold two opposed ideas in the mind at the same time, and still retain the ability to function. -- F.Scott Fitzgerald
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