Magic Data Discussion

Posted by TomMK 
Re: Magic Data Tutorial
Date: May 23, 2013 11:40AM
Posted by: TomMK
Good ol' Geoff making it harder for us to figure out ;-)

Cheers Atticus.

=====================================================


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: Magic Data Tutorial
Date: July 07, 2013 11:44AM
Posted by: Lo2k
I believe it's time to dig this thread up again because there's still so much we can do to improve magic data comprehension.

On my side there's a long time I wanted to work on adding Magic data editing in GP4Builder and I finaly got some time to put some efforts in it.
As I did previously for the .dat or .gp4 file format, I tried to gather all the individual tries and discoveries into a unique file to get the most complete list. And here's what it is looking like actualy :



I'm sorry for the big picture but I can't release any playable version yet as there's more to come and I would like to complete this feature the best I can before any release.
I'm particulary interested in your reports concerning the names of the values as I made a lot of changes to match all the tests and guess.
Any addition, correction or unknown value meaning will be appreciated of course :)

Enjoy.





Edited 3 time(s). Last edit at 07/07/2013 01:06PM by Lo2k.
Re: Magic Data Tutorial
Date: July 07, 2013 12:38PM
Posted by: TomMK
:-o:-o:-o incredible Laurent!

The ability to import / export to .md3 would be useful.

Here's the comments I use for each value (Atticus has found out a few more in his post's above since I wrote this):

[GP4 magic file]

16        ; front wing [AI DRY SETUP]
14        ; rear wing
22        ; 1st gear
28        ; 2nd
35        ; 3rd
42        ; 4th
49        ; 5th
56        ; 6th
18        ; front wing [AI WET SETUP]
18        ; rear wing
21        ; 1st gear
27        ; 2nd
34        ; 3rd
41        ; 4th
48        ; 5th
54        ; 6th
16        ; front wing [PLAYER DRY SETUP]
14        ; rear wing
22        ; 1st gear
28        ; 2nd
35        ; 3rd
42        ; 4th
49        ; 5th
56        ; 6th
5750      ; dry brake balance
17        ; front wing [PLAYER WET SETUP]
18        ; rear wing
21        ; 1st gear
27        ; 2nd
34        ; 3rd
41        ; 4th
48        ; 5th
54        ; 6th
5750      ; wet brake balance
54        ; softer tyre [52 Hard, 53 Medium, 54 Soft, 55 Supersoft]
53        ; harder tyre [52 Hard, 53 Medium, 54 Soft, 55 Supersoft]
100       ; >= 50 AI chooses softer tyre, otherwise harder
16384     ; unused
16384     ; unused
16384     ; unused
16384     ; unused
15882     ; track grip
16384     ; unused
16384     ; unused
24        ; downforce (17 - 31)
1018      ; ride height (926 - 1022)
16975     ; air resistance
8152      ; fuel per lap
384       ; Slipstream. Subtracted from diff between field_e2 of 2 cars and then compared to speed of first car.
15453     ; tyre wear
64768     ; ai race grip (always 64768) (added to car.field_108. related to cc grip factor)
512       ; ai grip fine tune
500       ; ai power factor ace
512       ; ai grip factor ace
500       ; ai power factor pro
500       ; ai grip factor pro
490       ; ai power factor semi-pro
490       ; ai grip factor semi-pro
480       ; ai power factor amateur
480       ; ai grip factor amateur
465       ; ai power factor rookie
465       ; ai grip factor rookie
512       ; ai random performance range min
2048      ; ai random performance range max
8         ; ai chance of errors
8         ; ai recovery sectors
2         ; sectors to pit in begin
19        ; sectors to pit out end
20480     ; pre pit speed limit
16920     ; fuel consumption player
15922     ; fuel consumption ai
3343      ; ai tyre wear
32        ; track sector after which AI cars stop being cautious on 1st lap (flag 0x80 in car.flags_ce is not cleared)
86890     ; timing factor? (dw)
0         ; timing factor finetune? (dw)
15400     ; helps decide if a tyre set needs changing? (dw)
21000     ; same as above (dw)
8         ; rain chance
6         ; segment nr (start of some range)
6         ; segment nr (end of some range)
256       ; ai race grip (always 256)
20000     ; unknown
136       ; unknown
10000     ; Black Flag penalty (ms)
2048      ; Black Flag severity?
240       ; unknown
115       ; unknown
110       ; unknown
13        ; unknown
0         ; ???
1814      ; Car depth in garage (Player car)
896       ; Car depth in garage (AI cars)
0         ; Car Garage Orientation
0         ; Pitstop stall depth from pitlane (Player + AI)
0         ; Pitstop stall depth from pitlane (Player + AI) finetune
16384     ; unknown (always 16384?)
16384     ; unknown (always 16384?)
16384     ; unknown (always 16384?)
16384     ; unknown (always 16384?)
16384     ; unknown (always 16384?)
16384     ; unknown (always 16384?)
70        ; pitstop group 1 %
26        ; stop 1
6         ; pit window 1
0         ;
0         ;
0         ;
0         ;
0         ;
30        ; pitstop group 2 %
17        ; stop 1
4         ; pit window 1
36        ; stop 2
4         ; pit window 2
0         ;
0         ;
0         ;
0         ; pitstop group 3 %
12        ; stop 1
4         ; pit window 1
27        ; stop 2
4         ; pit window 2
41        ; stop 3
4         ; pit window 3
0         ;
744       ; failure chance : suspension
744       ; failure chance : loose wheel
744       ; failure chance : puncture
1488      ; failure chance : engine
2488      ; failure chance : transmission
344       ; failure chance : oil leak / water leak
744       ; failure chance : throttle / brake
744       ; failure chance : electrics
16384     ; unused
16384     ; unused
16384     ; unused
16384     ; unused
19968     ; bump factor
13        ; bump shift

=====================================================


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: Magic Data Tutorial
Date: July 07, 2013 01:21PM
Posted by: klausfeldmann
Very nice, Laurent! Good work, but I can't confirm some of the value-ranges. E.g. line 25: The AI-breakbalance. This value is nearly always about 5700. Maybe I'm wrong, but I've never seen values of less than 200 ;-).

I'll test the values and tell you if any description seems to be incorrect ;-).
Re: Magic Data Tutorial
Date: July 07, 2013 01:43PM
Posted by: Lo2k
@TomMK : Yep, I read this whole thread and many more to get the list I implemented in GP4Builder

@Klausfeldman : That's because you are used to raw data instead of display (refined) data.
Most of the magic data as displayed in the .md3 files are raw, but not all.
In example all Wings angle and Gears ratio are in fact raw values dimished by 151.
When you edit 15 in the .md3, it is stored 166 in the .dat.

My guess for the 25 and 34 values is that the raw value you are usualy using might be decreased by 5663. Yep, it makes a difference and I'm maybe wrong, but I believe this refined value could get more sense if you read it this way and compare with ingame results. Only tests will tell.

It's the same for 35 and 36 because as SDI wrote in his forum, tyre values could be decreased by 52. It then leaves us with 0 to 7 types.

I also used a smallint for the 51 because as Addie described in a post from this thread, it is most probably the way to read this value.

Raw values are... raw, they surely were more handy for developers but they are not very easy to manipulate and edit for players. That's why there are changes of this kind in my list.


PS : Import .md3 done :)





Edited 3 time(s). Last edit at 07/07/2013 03:42PM by Lo2k.
Re: Magic Data Tutorial
Date: July 07, 2013 04:03PM
Posted by: Atticus.
I also long planned to publish my notes, refine them, organise them, I mean those I made during the research I made a few months ago, but I'm still busy atm.

As it is, I would like to thank immensely Lo2k for taking the time, I'm really glad you picked up on the matter as well, because I know you always do top-notch jobs. :-)

Here are my notes nevertheless:

desc1=fw AI dry
desc2=rw
desc3=1st
desc4=2nd
desc5=3rd
desc6=4th
desc7=5th
desc8=6th
desc9=fw AI wet
desc10=rw
desc11=1st
desc12=2nd
desc13=3rd
desc14=4th
desc15=5th
desc16=6th
desc17=fw player dry
desc18=rw
desc19=1st
desc20=2nd
desc21=3rd
desc22=4th
desc23=5th
desc24=6th
desc25=brake bias dry
desc26=fw player wet
desc27=rw
desc28=1st
desc29=2nd
desc30=3rd
desc31=4th
desc32=5th
desc33=6th
desc34=brake bias wet
desc35=soft tyre (52-55, higher, softer)
desc36=hard tyre (52-55, higher, softer)
desc37=>= 50 for tyretype 1, else 0
desc38=
desc39=
desc40=
desc41=
desc42=track grip
desc43=
desc44=
desc45=downforce
desc46=ride height
desc47=air pressure
desc48=fuel (for 1.0 lap)
desc49=slipstream (not very effective)
desc50=?tyre wear player
desc51=AI aggressiveness in attacking corners (32768-65536 higher, more - 0-32768 higher, more, /l/)
desc52=AI aggressiveness finetune
desc53=cc power factor ace
desc54=cc grip factor ace 
desc55=cc power factor pro
desc56=cc grip factor pro
desc57=cc power factor semi-pro
desc58=cc grip factor semi-pro
desc59=cc power factor amateur
desc60=cc grip factor amateur
desc61=cc power factor rookie
desc62=cc grip factor rookie
desc63=random perf range min
desc64=random perf range max
desc65=nr of AI errors
desc66=nr of sectors checked by AI after spin
desc67=sectors to pit in begin
desc68=sectors to pit in end
desc69=pre pit speed limit
desc70=fuel consumption player
desc71=fuel consumption AI
desc72=?tyre wear AI
desc73=nr of segments before cars break rail-line at the starts
desc74=poletime (e. g. 70800 equals 1:10.800)
desc75=poletime finetune (+/-1000 equals +/- 1.0)
desc76=change for drys/wets timing AI (higher, sooner)
desc77=change for drys/wets timing AI finetune
desc78=rain chance
desc79=????? - segment nr (start of some range)
desc80=????? - segment nr (end of some range)
desc81=AI race grip
desc82=????? - unk (dw)
desc83=????? - unk (dw)
desc84=black flag penalty
desc85=black flag
desc86=????? - unk (dw)
desc87=????? - unk (dw) 
desc88=????? - new (dw)
desc89=????? - new (dw)
desc90='handbrake' (at -312)
desc91=garage pos depth player
desc92=garage pos depth AI
desc93=orientation in garage
desc94=pit stall depth
desc95=pit stall depth finetune
desc96=
desc97=
desc98=
desc99=
desc100=
desc101=
desc102=pitstop group 1 %
desc103=stop 1
desc104=pit window 1
desc105=
desc106=
desc107=
desc108=
desc109=
desc110=pitstop group 2 %
desc111=stop 1
desc112=pit window 1
desc113=stop 2
desc114=pit window 2
desc115=
desc116=
desc117=
desc118=pitstop group 3 %
desc119=stop 1
desc120=pit window 1
desc121=stop 2
desc122=pit window 2
desc123=stop 3
desc124=pit window 3
desc125=
desc126=failure chance : suspension
desc127=failure chance : loosewheel
desc128=failure chance : puncture
desc129=failure chance : engine
desc130=failure chance : transmission
desc131=failure chance : oilleak/waterleak
desc132=failure chance : throttle/brake
desc133=failure chance : electrics
desc134=
desc135=
desc136=
desc137=
desc138=bump factor
desc139=bump shift



Edited 1 time(s). Last edit at 07/07/2013 04:04PM by Atticus..
Re: Magic Data Tutorial
Date: July 07, 2013 05:27PM
Posted by: Lo2k
OK, so it seems we now have pretty much the same list. I only had to invert Soft and Hard tyres.

BTW, Everythings seems OK.
You can import from or export to .md3, remove all the magic data and add or remove bump ranges (up to 11 so far).

Here's a little preview :


Re: Magic Data Tutorial
Date: July 07, 2013 06:51PM
Posted by: Turbo Lover
Fantastic stuff. :-O



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: Magic Data Tutorial
Date: July 07, 2013 10:43PM
Posted by: Prblanco
Great stuff Laurent! A really welcome addition :)

About the brake values, I still think they make more sense the way they're currently displayed at the .md3 files, if I'm not mistaken a value of 5600 in the .md3 means the brake bias is 56% to the front tyres.

Other questions to the thread in general: what is the "handbrake" (desc90) value? And is it possible to use negative values in the garage position values?


My unfinished tracks: [www.grandprixgames.org]
Send bug reports and track editing questions to f1virtualblog@gmail.com
Re: Magic Data Tutorial
Date: July 08, 2013 06:17PM
Posted by: Lo2k
"if I'm not mistaken a value of 5600 in the .md3 means the brake bias is 56% to the front tyres."
I will most probably revert them to their raw values then, but can someone confirm this ? BTW is there any tool that is displaying Brake Bias used by IA ?

Handbrake was discussed in pages 2 and 3 of this thread, it avoids car from sliding if garage is not flat.

I tried several values but it seems we can't make the car standing further inside the garage with the actual player garage Y pos.





Edited 1 time(s). Last edit at 07/08/2013 08:04PM by Lo2k.
Re: Magic Data Tutorial
Date: July 09, 2013 03:30PM
Posted by: SDI
Lo2k Schreef:
-------------------------------------------------------
> "if I'm not mistaken a value of 5600 in the .md3
> means the brake bias is 56% to the front tyres."
> I will most probably revert them to their raw
> values then, but can someone confirm this ?

I can confirm this. Brake balance = magic brake balance / 100.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: Magic Data Tutorial
Date: July 09, 2013 03:40PM
Posted by: klausfeldmann
I tested line 49 (related to slipstream?) with values 0, 16, 64, 128, 512, 1024, 2048, 31738 and 65536 at Monza and I did not notice any difference within the slipstream.

The only thing I noticed is, that the (very slow) Arrows-cars only had 2 laps gap by the end of the race when I used a value of 65k. Not sure, whether it was related to this value, whether it is a kind of 'handicap' for the faster drivers or not.
Re: Magic Data Tutorial
Date: July 09, 2013 09:51PM
Posted by: Lo2k
@SDI : OK, thanks SDI. I will keep it the usual way then...

@Klausfeldmann : We still don't know what it really does then....

Re: Magic Data Tutorial
Date: July 11, 2013 04:11AM
Posted by: lalboy
Hi
Whenever a A1 car spin or goes off the track it rejoins the track in last position after all the cars have passed which is unrealistic.. I would like to know if by changing the values in A1 cars spin recovery in magic date whether it could make the car join the track immediately after the spin rather than waiting for all the cars to pass?
Re: Magic Data Tutorial
Date: July 11, 2013 05:18PM
Posted by: Atticus.
@lalboy: Lowering desc66 should help you somewhat, but be aware that decreasing it too much will lead to the AI car 'kamikaze-ing' its way back onto the track and into traffic without being aware of the cars surrounding him. This could lead to big wrecks.

I've never experimented with that value so far.
Re: Magic Data Tutorial
Date: July 11, 2013 05:39PM
Posted by: SDI
desc49 is some distance in feet that is subtracted from the distance between 2 cars. This is then compared to the speed (?) of one of the cars (the one behind), and if the speed is less, something is triggered. Not sure what that something is.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: Magic Data Tutorial
Date: July 15, 2013 05:01PM
Posted by: klausfeldmann
Just one short suggestion by me:

To line 79, I think it would be more clear to write e.g. 'sectors at start until cc-cars leave the straight line' instead of 'start of some range' ;-).
Re: Magic Data Tutorial
Date: July 15, 2013 07:11PM
Posted by: Lo2k
Isn't it line 73 rather that is setting this property (sectors before cars are leaving the straight line) ?

Re: Magic Data Tutorial
Date: July 15, 2013 08:02PM
Posted by: klausfeldmann
Lo2k schrieb:
-------------------------------------------------------
> Isn't it line 73 rather that is setting this
> property (sectors before cars are leaving the
> straight line) ?


Yes, you're right (Y). That was my bad.
Re: Magic Data Tutorial
Date: August 01, 2013 06:44PM
Posted by: klausfeldmann
I just made some researches regarding desc 72, known as 'cc-shuffler', 'AI-shuffler' or 'AI tyre wear'.


Specs:

- track: Portimao by F1Virtual
- Just one driver on the track
- 100% race
- no mecanical issues,
- no AI-errors,
- no performanc3e range, neither in magic nor in performance-file
- damage coefficient: 0%
- no pitstops
- driven with different cc-shuffler


Results:

cc-shuffler: 0
2nd laptime: 1:45.548
55th laptime: 1:39.397
Win/Loss: -6.2 sec.

cc-shuffler: 3,000
2nd laptime: 1:43.877
55th laptime: 1:45.526
Win/Loss: +1.7 sec.

cc-shuffler: 4,096
2nd laptime: 1:44.226
55th laptime: 1:45.431
Win/Loss: +1.2 sec.

cc-shuffler: 10,000
2nd laptime: 1:44.444
55th laptime: 1:45.353
Win/Loss: +0.9 sec.

cc-shuffler: 50,000
2nd laptime: 1:46.473
55th laptime: 1:45.776
Win/Loss: -0.7 sec.


It's up to you, to interprete anything by these datas. If you ask me, it's very hard to interprete anything conclusive at all by this.



Edited 1 time(s). Last edit at 08/01/2013 06:45PM by klausfeldmann.
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