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]