physics stuff - new belini stuff - anyone able to make a simple patching util?

Posted by belini 
been hard at work the past 6 months uncovering problems concerning the
physics editor. turns out the physics editor isn't patching the exe
properly.

belini releases:
they'll soon be new versions of belini tracks which will use a seperate
patch for every season that fixs the problem, this is essential to get
the best out of the game. all tracks have reworked graphics and now
feature hi-res tarmac textures including re-surfaced areas. they'll also
be 1998 versions of the tracks, 1998 buenos aires using google earth data,
a new pitstop patch, more realistic refueling time, changing a front wing
now takes around 10 to 12sec, and some other stuff that I can't remember
just now.




bhp/physics problem:
I've always been aware that there's been duplicate base bhp values written
in the exe, it wasn't until this year when I was planning to release gp2
versions of the tracks and having real problems making them run well at
600bhp that I eventually realised how important these are especially when
the bhp is lower than the base values.

basically you're only going to get the best out of the game with gp3 using
values around 800bhp, gp32k 810bhp and gp4 845bhp.

if there's anyome who can make a patching util for the gp32k/gp4
community please leave a private message and I'll get back to you, please
don't email on belini as I don't pick up on that anymore (too much spam:()
it's pretty simple stuff and just needs to be able to read and write bhp
to the exe for qual/race bhp values, these are patched to 3 seperate areas
in the exe.

sadly I don't know the fix for gp3 as it's different to gp32k/gp4.

gp32k physics:
gp32k users should use the gp4 phsyics editor as it's fully compatible when
using gpxpatch, altering rev values just doesn't work properly, it's similar
to the bhp problem but is much more complex and I gave up trying to fix it.

changing the bhp has no effect for gp32k/gp4 unless car power dependent is
switched off, but it patches the wrong part of the exe anyway, as far as I
can work out gp3 physics does patch bhp correctly, but still isn't right for
the correct running of the game.

the belini web page will soon close as I just don't have the time to maintain
it anymore, I'll still be around though:)


pk



[www.belini.fsnet.co.uk]
Looking forward to your new track releases, any date ?

Happy racing from Germany !!!

Hi Belini, I have a question for you...

Do you think it's possible to edit those tyre type profiles (those in the hard/soft tyre options in the md, whith values 52, 53, 54, 55, etc...)?

We have some useless profiles (56 and above) and it would be nice if we could have a little more options for tyre wears. Value 55 it's not aways giving realistic tyre wears for the late years races, and also maybe we could have really low tyre wears to simulate races without tyre changes like 60's F1.

Regards!
great about the upcoming releases and i hope there will be someone out who can solve all probs :-) and on the other side it's very sad that you'll close your site
I am sorry I can not help here, I am not good enough on programming to make a tool. I hope someone who has enjoyed your tracks comes to help.

Thanks GP3Hotlaps
RRRReméééédiooo Wrote:
-------------------------------------------------------
> Hi Belini, I have a question for you...
>
> Do you think it's possible to edit those tyre type
> profiles (those in the hard/soft tyre options in
> the md, whith values 52, 53, 54, 55, etc...)?
>
> We have some useless profiles (56 and above) and
> it would be nice if we could have a little more
> options for tyre wears. Value 55 it's not aways
> giving realistic tyre wears for the late years
> races, and also maybe we could have really low
> tyre wears to simulate races without tyre changes
> like 60's F1.
>

ai tyre wear is calculated at a fixed rate so it's impossible to get the ai
tyre wear lower, the ai always use the soft compound.

as far as I understand it, the values 52 etc.... are the only compounds
available, 52 being hardest, 56 to 59 I seem to remember are wet compounds.

pk



vbc Wrote:
-------------------------------------------------------
> I am sorry I can not help here, I am not good
> enough on programming to make a tool. I hope
> someone who has enjoyed your tracks comes to help.

the belini tracks will perform properly as the fix is included in the
season patches, it was the rest of the community I was thinking of:(
even bhp values as small as 15bhp either side of the base value can
make a 1 sec difference in lap times, this has an effect on the
relationship between the way the player/ai perform.

pk



Yes, BHP seems to be much more critical at current values (700-750) than you'd expect after the 900+ values of the V10's. There, a 15bhp difference would hardly be noticeable.
Are you suggesting that to get around 750bhp in GP3 one should set the power to 800 and use the percentage in MD to get down to the target AI power? Then you'd have to use a bit of variation for the different teams, unless you really think Spyker will get the same power as Ferrari.

Thanks for all your great work Paul and a happy New Year to everyone.

Brian

Nico bites yer tyres!
Brianf666 Wrote:
-------------------------------------------------------
> Yes, BHP seems to be much more critical at current
> values (700-750) than you'd expect after the 900+
> values of the V10's. There, a 15bhp difference
> would hardly be noticeable.
> Are you suggesting that to get around 750bhp in
> GP3 one should set the power to 800 and use the
> percentage in MD to get down to the target AI
> power? Then you'd have to use a bit of variation
> for the different teams, unless you really think
> Spyker will get the same power as Ferrari.
>
> Thanks for all your great work Paul and a happy
> New Year to everyone.
>
> Brian

changing the power in the magic may work, just use excel to increase all
the power so the top team uses 800bhp gp3 or 810bhp gp32k.

I've not looked into changing engine power via the magic, I'm not sure how
accurate you could get it though, I now use a base power in the magic of 512
as I found the ai acceleration matched the players car at this value.
I always program customer teams to have bhp of around 500rpm less.


happy new year
pk



Belini, when will your release the patches and the 1998 season? Eagerly awaiting :)
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