tyres in MD

Posted by fubby 
tyres in MD
Date: May 10, 2006 11:21PM
Posted by: fubby
Hi guys,
I don't fully understand the numbers in the tyres in the magica data files:
53 ; hard tyre
52 ; soft tyre
100 ; >= 50 tyretype 1 else 0

what is this thing actually saying? the 3rd line says that the tyres used ar type 1 (since it is >= 50) but waht is tyre 1 and 2, hard and soft? and what do 53 and 52 mean??

Any help welcome.
cheers
Re: tyres in MD
Date: May 11, 2006 12:20AM
Posted by: SuperSonic
Hi,

You can choose different tyre compounds in the md file... range is 52 to 59, if I'm not mistaken. Each one of them has a grip level and a wear rate. Make some auto-races to see how each type works. This way you can get closer to the desired tyre performance.

53 ; hard tyre (THIS IS TYRETYPE 0)
52 ; soft tyre (THIS IS TYRETYPE 1)
100 ; >= 50 tyretype 1 else 0 (THIS IS THE TYRETYPE USED BY CC CARS)



In addition, the "tyre wear" line affects the human player only, so it's something that one should care about if fair conditions are wanted.
Re: tyres in MD
Date: May 11, 2006 02:04AM
Posted by: Brianf666
When you are experimenting, remember to change tyre type and tyre wear separately or you won't know which item is causing what reaction.

Nico bites yer tyres!
Re: tyres in MD
Date: May 11, 2006 07:04PM
Posted by: fubby
thanks guys,
now it's much clearer.
Supersonic, did you ever manage to finish the 2005 MD set?

cheers
Re: tyres in MD
Date: May 11, 2006 07:24PM
Posted by: fubby
another question then?
in many MD of your 2004 package (supersonics';) we have both types (1 and 2) set to 55. Does it mean they are the same, or they are still different compounds for soft and hard tyres.

cheers
Re: tyres in MD
Date: May 12, 2006 01:36AM
Posted by: SuperSonic
Sorry, the 2005 perfpack will remain unfinished.



Setting both types to 55 means that you'll have the "55 compound" either you choose soft or hard tyres in game. I think this is better this way because cc cars are stuck to only one tyre type (as defined in the md) and because we would actually need two specific "tyre wear" numbers to make things fair if the human player had both types to choose.

Let's say we have tyretypes 55 (hard) and 54 (soft). For CC cars, 55. Then you adjust the human tyre wear to get fair conditions when running with compound 55. But then, if you choose 54, you would get more grip, since it is a softer tyretype, but the wear wouldn't be as high as it should.

I hope I haven't made things even more complicated ;)


You are willing to make a perfpack or what? :)



Edited 2 time(s). Last edit at 05/12/2006 01:39AM by SuperSonic.
Re: tyres in MD
Date: May 12, 2006 03:54AM
Posted by: St.Hubbins
Supersonic... "You are willing to make a perfpack or what?"

Hmmm, I may think about this in fact. I kinda like playing with md, perfs and such. But of course I understand any performance pack is required to be in tandem with physics files, track md's, carset bhp's and so on. Perhgaps if there was a concensus that a particular physics file was preferred, particular tracks, a specific carset.... then I would do this.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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: tyres in MD
Date: May 12, 2006 05:22PM
Posted by: drafi5
@ SuperSonic:
does it mean that you will make no 2006 Performance Pack, Mario ?
That would be a pity.

Happy racing from Germany !!!
Re: tyres in MD
Date: May 12, 2006 11:35PM
Posted by: fubby
thanks Mario, no no plan to make a performance pack I was just having a look around, i still use your 2004 pack, but sometimes I noticed that I was getting faster at the end of a 15 lap stint while the CC cars were getting slower, so I wanted to get things a bit fairer, playing wih the tyre wear and compound.
Re: tyres in MD
Date: May 13, 2006 12:38AM
Posted by: SuperSonic
@ St.Hubbins

Indeed, I think it is pointless not to edit everything in order to get a nice simulation. But then the ammount of work is so big that you have to plan everything very carefully or you may end up with an unfinished perfpack... hehe.



@ drafi5

I'm sorry, no perfpack this season.



@ fuby

Yeah, I tried my best at the time but it is not perfect. Feel free to edit it and to improve the quality of the simulation. You might need to play with fuel consumption as well... ha... now we know (at least that's what FIA says) how much fuel they burn per lap in each circuit... it would be very interesting to insert this in GP3 somehow!
Re: tyres in MD
Date: May 13, 2006 06:56PM
Posted by: SuperSonic
SuperSonic Escrito:
-------------------------------------------------------
ha... now we know
> (at least that's what FIA says) how much fuel they
> burn per lap in each circuit... it would be very
> interesting to insert this in GP3 somehow!




Well, here is the formula to calculate the "fuel???" number for GP3 md's... we need to convert kg into pounds and multiply by 1000, so:

kg of fuel per lap * 2.2046226 * 1000 = "fuel???"

or simply:

kg of fuel per lap * 2204.6226 = "fuel???"


All you need is to find FIA's estimatives of fuel consumption and then play with the tyres to get the desired dynamics. I think it is better to follow FIA's estimatives than our assumptions.



Edited 2 time(s). Last edit at 05/13/2006 06:58PM by SuperSonic.
Re: tyres in MD
Date: May 14, 2006 12:50AM
Posted by: Brianf666
Be careful when dealing with "fuel???" and performance items. GP3 is designed for engines to rev to around 16500 but if you get '05 & '06 reality, the engines peak at 19000 and over. This means using a different final drive for optimum performance with a subsequent change in fuel usage. i.e. enging does 15% or so more revs per lap and uses more fuel. There is no way to tell GP3 that the engines are smaller so changing the fuel usage is what we have available. An easy way to check it is with Quickrace. This gives you 2 more lapsworth of fuel than you should need. If, at the end of a quickrace, there is less than 2 laps showing available, get tweaking.

Here's what I am using for Barcelona '06 with cars of 670 - 750 bhp.

[gp3 magic file]

165 ; fw
164 ; rw
170 ; 1st
177 ; 2nd
184 ; 3rd
191 ; 4th
198 ; 5th
204 ; 6th
53 ; hard tyre
52 ; soft tyre
100 ; >= 50 tyretype 1 else 0
16384 ; unused
16384 ; unused
16384 ; unused
16384 ; unused
16589 ; track grip
16384 ; unused
16384 ; unused
24 ; related to next value below
1003 ; ride height
16000 ; air resistance?
6888 ; fuel???
256 ; subtracted from diff between field_e2 of 2 cars and then compared to speed of first car
10400 ; tyre wear
64768 ; added to car.field_108. related to cc grip factor
256 ; grip???
10000 ; cc power factor (ace)
10000 ; cc grip factor (ace)
9920 ; cc power factor (semi-pro)
9560 ; cc grip factor (semi-pro)
9160 ; cc power factor (rookie)
8980 ; cc grip factor (rookie)
512 ; cc random perf range min
2048 ; cc random perf range max
26 ; some chance. same chance multiplied with race perc.
64 ; segment count, range 1 to 256
25 ; sectors to pit in 1
7 ; sectors to pit in 2
10240 ; pre pit speed limit
15892 ; fuel consumption 1
15469 ; fuel consumption 2
3876 ; cc shuffler???
158 ; a segment nr before which flag 0x80 in car.flags_ce is not cleared
80260 ; timing factor? (dword!)
-410 ; timing factor finetune? (dword!)
14506 ; helps decide if a tyre set needs changing? (dword!)
14000 ; same as above (dword!)
9 ; rain chance
6 ; segment nr (start of some range)
6 ; segment nr (end of some range)
256 ; another perf factor
14000 ;
0 ;
0 ; pitstop group 1 %
0 ; stop 1
0 ; pit window 1
0 ;
0 ;
0 ;
0 ;
0 ;
50 ; pitstop group 2 %
18 ; stop 1
9 ; pit window 1
38 ; stop 2
10 ; pit window 2
0 ;
0 ;
0 ;
50 ; pitstop group 3 %
16 ; stop 1
5 ; pit window 1
32 ; stop 2
5 ; pit window 2
47 ; stop 3
5 ; pit window 3
0 ;
0 ; failure chance : suspension
0 ; failure chance : loosewheel
0 ; failure chance : puncture
2979 ; failure chance : engine
0 ; failure chance : transmission
0 ; failure chance : oilleak/waterleak
0 ; failure chance : throttle/brake
0 ; failure chance : electrics
16368 ; unused
16256 ; unused
16128 ; unused
15872 ; unused
19456 ; bump factor
12 ; bump shift

[bumptable]

0,1
71,0
243,1
285,0
548,1
570,0
698,1
735,0
756,1
804,0
864,2
884,0


Best Q was 1.14.4 and best race lap (fisi) 1.15.45 which may be a bit fast. We shall see.

Nico bites yer tyres!
Re: tyres in MD
Date: May 14, 2006 02:04AM
Posted by: SuperSonic
Sure, we must consider rpm as well.

But I'm just suggesting that we could change "fuel???", which is how much fuel equals to 1.0 lap/fuel in pounds, according to FIA's figures. Once we have set "fuel???" and rpm, we just need to edit fuel consumption 1 and 2 as you've explained.



Edited 2 time(s). Last edit at 05/14/2006 02:08AM by SuperSonic.
Re: tyres in MD
Date: May 16, 2006 10:21AM
Posted by: Brianf666
Yes SS, that sounds like a very good approach. My problem is that I havn't worked out how FC1 and FC2 work, so at the mo, I'm restricted to F??? tweaks. Any info on these two?

Nico bites yer tyres!
Re: tyres in MD
Date: May 16, 2006 01:42PM
Posted by: SuperSonic
V8 engines consume 80% of what the 2005 V10's used to do. So this is interesting for sure:




Malasia:

FIA estimated 2.8 kg of fuel / lap

2.8 * 2204.6226 = 6173

6173 is 78.14% of 7900, which is the number in the original MD file that represents fuel consumption per lap given in "pounds*1000" for a V10 engine - back in the early 2000's.

Considering the technical development on fuel consumption, I do think this is the way to go.


That's what I have so far:

Bahrain: 6063 (2.75kg)
Malasia: 6173 (2.8kg)
Australia: 6393 (2.9kg)
San Marino: 5952 (2.7kg)
Europe: didn't get any data
Spain: 5512 (not sure yet, but I've heard FIA estimated 2.5kg/lap)





Fuel consumption 1 and 2 are how quicly the fuel burns for human and CC cars, respectively, or the opposite, I don't remember. The higher the number, the slower the fuel consumption will be... or the opposite. I don't remember, hehe. But some tests may give you the answers.

For CC cars, just do a quickrace with 10 laps or so in accelerated mode, then in the last lap you go back to the track to check if the race winner has 1.9 laps/fuel, which is the goal because all cars start the race with 1.9 extra laps of fuel.

For human player, I use to go around the circuit in a constant pace, then I take notes about the points in the circuit at which the display in the wheel shows that 0.1 of fuel/lap has been burnt. I compare it with what happens in the next laps I can easily tell if the human player has high or low fuel consumption, then I go tweaking.

Obviously these procedures are for fine-tunning. You can work with proportions and reverse proportions (not sure about the name of it in english) to compare the current values to the desired ones... then you go fine-tunning.

But keep in mind that any changes in the physics and/or in the grip/power values in the md file would require everything to be checked again.



Edited 2 time(s). Last edit at 05/16/2006 01:52PM by SuperSonic.
Re: tyres in MD
Date: May 16, 2006 05:11PM
Posted by: St.Hubbins
FC1 is human, FC2 is CC. The higher the number the faster the fuel is used.

The one stumbling block is that fuel consumption depends also on bhp, which itself will differ between cars, and in this respect it is probably best to work only with the highest bhp car.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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: tyres in MD
Date: May 16, 2006 06:03PM
Posted by: ThunderDesign
Alan why u blocked Florian in ur msn list ?
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