Magic Data Discussion

Posted by TomMK 
Re: Magic Data Tutorial
Date: July 08, 2014 07:41PM
Posted by: Atticus.
Bump factor is what makes a track bumpier or smoother in general. E. g. Indy is flat like a snooker table with a 17,000-something value while Interlagos is bumpy as hell with the highest value by far, something like 30,000.

Someone suggested that bump height regulates how high (large) the bumps are, like a value of 15-18 could make for big bumps and 9-11 for small bumps.

Someone also said that bumptable should be where the bump are on the track, but I doubt it is the case. I think it's bump factor which regulates how many bumps you get on a track and I don't know about bumptable.

Actually, one can test this with e. g. a low bump factor and a high bump height value and vice versa. If I'm right, in the first case, you would get a track which has relatively few, but big bumps and the second case would provide you with a track on which there are a lot of small bumps.

Edit: The one thing which I always considered paramount is that you should never ever modify the bumptable values, like they are a big no-no. Or the track will crash. This also points against it being related to either bump number/frequency or bump height.



Edited 1 time(s). Last edit at 07/08/2014 07:43PM by Atticus..
Re: Magic Data Tutorial
Date: July 08, 2014 07:44PM
Posted by: klausfeldmann
Thanks for your explanations, Atticus. I will make some research and report the results here ;-).

Oh, @ the rest:
Please still read this post:
[www.grandprixgames.org]



Edited 1 time(s). Last edit at 07/08/2014 07:46PM by klausfeldmann.
Re: Magic Data Tutorial
Date: August 22, 2014 05:25PM
Posted by: TheFueleffect
I thought

desc51=AI aggressiveness in attacking corners (lower, more)

was the track improvement value, but I'm not sure.
Re: Magic Data Tutorial
Date: August 23, 2014 12:07PM
Posted by: klausfeldmann
TheFueleffect schrieb:
-------------------------------------------------------
> I thought
>
> desc51=AI aggressiveness in attacking corners
> (lower, more)
>
> was the track improvement value, but I'm not sure.


Thanks for this hint (Y)!
Re: Magic Data Tutorial
Date: October 16, 2014 02:39PM
Posted by: kedy89
TomMK schrieb:
-------------------------------------------------------
> OK, I have been working on understanding Magic
> Data for a few more days and have found out some
> more:
>
> The "type" value determines which compound the AI
> cars run. A value of 100 (it is 100 in all of the
> 17 original tracks magic data) makes the AI choose
> the first compound. A value of 0 makes them choose
> the second.


Is there a way to set this value to make the AI use both compounds? I don't mean that they change them during a race, but that e.g. 50% use soft, the other 50% hard compounds. I tried different values, but for 0-49 all cars use hard, for 50-100 all use soft compounds.




Some mods
F1 1996 | F1 2002 | F1 2007 | F1 2011 | F1 2013 | F1 2015 | F1 2018
Re: Magic Data Tutorial
Date: October 16, 2014 11:44PM
Posted by: SDI
Not without a patch...

And the game does indeed compare with 50.

René Smit, Independent Software Developer.
Download my GPx tools here.
Re: Magic Data Tutorial
Date: October 30, 2014 11:45PM
Posted by: AUS_Doug
Hi clever people,
I'm currently writing a small program to convert TSM Magic Data files (.tmd) into 'proper' .md3 files that can be used by CMagic.
(I might also make one that goes the other way as well.)

There's just a few values in the .md3 file (I'm testing with the Austin track used in the GP4 Central Comp.) that don't exist in the .tmd file.

So far, these are the ones that I've found:

512 ; subtracted from diff between field_e2 of 2 cars and then compared to speed of first car
20 ; a segment nr before which flag 0x80 in car.flags_ce is not cleared
71710 ; timing factor? (dw)
0 ; timing factor finetune? (dw)
18000 ; same as above (dw)
16000 ; unk (dw)
271 ; unk (dw)
130 ; unk (dw)
100 ; new (dw)
110 ; new (dw)
15 ; new (dw)
0 ; new (dw)
0 ; new (dw)
0 ; new (dw)
0 ; new (dw)
16384 ; unk (dw) (always 16384?)
16384 ; unk (dw) (always 16384?)
16384 ; unk (dw) (always 16384?)
16384 ; unk (dw) (always 16384?)
16384 ; unk (dw) (always 16384?)
16384 ; unk (dw) (always 16384?)
16368 ; unused
16256 ; unused
16128 ; unused
15872 ; unused
17920 ; bump factor
9 ; bump shift

So, with (apparently) none of these values beign stored in .tmd files, does it mean that they are not used?

Any thoughts are appreciated.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: Magic Data Tutorial
Date: December 18, 2014 09:43PM
Posted by: kedy89
Question regarding random performance, range min and range max. Do these values overwrite the variation values in the perf file? Or do these values only have an effect when opposition spread in the race options is set to random?




Some mods
F1 1996 | F1 2002 | F1 2007 | F1 2011 | F1 2013 | F1 2015 | F1 2018



Edited 1 time(s). Last edit at 12/18/2014 09:52PM by kedy89.
Re: Magic Data Tutorial
Date: December 19, 2014 10:24AM
Posted by: klausfeldmann
kedy89 schrieb:
-------------------------------------------------------
> Question regarding random performance, range min
> and range max. Do these values overwrite the
> variation values in the perf file? Or do these
> values only have an effect when opposition spread
> in the race options is set to random?


I can just answer the first part of the question:
It does NOT overwrite the random value of the performance file, that's for sure ;-).
Re: Magic Data Discussion
Date: January 19, 2016 12:12AM
Posted by: TomMK
Does GPxPatch break the AI / Human performance relationship?

With the new "Power & Grip" setting in GPxSet "Player performance team dependent", I notice that the PLAYER performance is now affected by the AI power & grip adjustors in the Magic Data:

500       ; ?? cc power factor ace
514       ; ?? cc grip factor ace
500       ; ?? cc power factor pro
498       ; ?? cc grip factor pro
490       ; ?? cc power factor semi-pro
486       ; ?? cc grip factor semi-pro
473       ; ?? cc power factor amateur
477       ; ?? cc grip factor amateur
455       ; ?? cc power factor rookie
465       ; ?? cc grip factor rookie

Try setting these to some extreme value such as 300 and notice that both AI and Player are affected equally. Therefore there is no way to adjust the AI relative to the Player anymore. This applies to both power and grip separately.

Thoughts?

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


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: Magic Data Discussion
Date: January 19, 2016 01:13AM
Posted by: salvasirignano
Ooh, good find if that is the case Tom!

===================================================================================
Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]
Re: Magic Data Discussion
Date: January 19, 2016 01:16AM
Posted by: phantaman
TomMK Wrote:
-------------------------------------------------------
> ..., I notice that
> the PLAYER performance is now affected by the AI
> power & grip adjustors in the Magic Data:

>

i believe it has always been. it was only now that you noticed?

----signature--------------------------------------------------------

RELEASE => Physics (under FIA Technical Regulations)
MagicDatas? Setups? Pit Stop Strategies? Track Specific Performances? Up2Date GP?
Power Torque Curve? Where's this stuff? All download is available at ..
Re: Magic Data Discussion
Date: January 19, 2016 01:39AM
Posted by: AUS_Doug
TomMK Wrote:
-------------------------------------------------------
> Does GPxPatch break the AI / Human performance
> relationship?
> ..............
> Try setting these to some extreme value such as
> 300 and notice that both AI and Player are
> affected equally. Therefore there is no way to
> adjust the AI relative to the Player anymore. This
> applies to both power and grip separately.
>
> Thoughts?

This might explain something I've been thinking for a while, but wasn't entirely sure about.
Since the latest round of GPxPatch updates, I've noticed that, compared to the AI, my acceleration is woeful.
This seems to be the case even if the 'Car Power' is set to 'Old Behaviour'.
(This might be a separate issue if this change you noticed is only applicable to "Power & Grip";)

Using Interlagos as my benchmark (probably the only track where I can be consistent) with my WIP mod, I've noticed the following:
With 'Power & Grip', I'll lose around eight-tenths in the final sector but sometimes up to a second in qualifying.
With 'Grip Only', it'll be around three-tenths, up to half a second in qualifying.
With 'Old Behaviour', it'll be around half a second, up to seven-tenths in qualifying.

This is despite being, at the end of sector 2, up anywhere between three-tenths and six-tenths.

The increased power and tweaked physics of my mod mean that this difference is exaggerated slightly when compared to, say, the 2001 cars,
and, of course, my driving style and setup could play a part, but it is important to note some things.
1) All cars in my mod have equal 1000 BHP.
2) I'm faster in the first sector, and will keep up and pass on that straight; My top speed isn't an issue here.
3) The difference between using Traction Control and not using it is tiny enough that I don't think they're the issue.
4) Though the cars in my mod do have varying levels of grip (~16000 being the highest, ~14500 the lowest), the above mentioned differences aren't altered much between them.

I can correct this deficit...but only by setting up my wings and gears to have a +15 km/h top speed advantage

Despite the differences being exaggerated by my mod, they're still noticeable in 2001;
Driving the Williams, for example, which I think has more power than either the Ferrari or McLaren, I'll still lose a good chunk of time in the final sector.
(Though, as the Williams has less grip, the cause of this is debatable)

Again, it could be my driving style and setup, but I never lost time like this before.

It's hardly a bad thing though; it forces me to be perfect through sectors 1 and 2, and then I get to do some super late braking into T1 ;)

It could also be what some people have reported in the past with (I believe) the older versions of Hockenheim and Monza; The AI simply being too fast in a straight line.
The 1000 BHP could exaggerate this issue.



F1 Graphics Swapper --- Lensdump - Renders and Screenshots --- GP4 Performance Generator
Re: Magic Data Discussion
Date: January 20, 2016 12:50AM
Posted by: TomMK
Quote
phantaman
i believe it has always been.

No it hasn't. Check the "old behaviour" setting and you will see the difference.

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


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: Magic Data Discussion
Date: January 20, 2016 12:59AM
Posted by: phantaman
why not? before the compatibility w / GPxPatch v4.30a that occurred when directly modify the magicdata?

----signature--------------------------------------------------------

RELEASE => Physics (under FIA Technical Regulations)
MagicDatas? Setups? Pit Stop Strategies? Track Specific Performances? Up2Date GP?
Power Torque Curve? Where's this stuff? All download is available at ..
Re: Magic Data Discussion
Date: January 20, 2016 02:50AM
Posted by: TomMK
It's an easy test to do for yourself - just set some values in the Magic Data and notice that the effect is on both the Player and the AI.

To phrase it another way:- how do I make the Player faster, relative to the AI, when using the latest GPxPatch?

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


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: Magic Data Discussion
Date: January 20, 2016 09:40AM
Posted by: RHill
Player master grip is the only way
Re: Magic Data Discussion
Date: January 20, 2016 09:57AM
Posted by: TomMK
What about power? How to make the player faster on the straights than the AI?

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


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: Magic Data Discussion
Date: January 20, 2016 10:11AM
Posted by: RHill
You would need to change the driver you are using in the perf file. First add the line to the perf file which allows individual driver power values, then change your selected drivers power value.

Basically grip is changed through master grip and power through the power value...both on the perf file. Magic data cc power and grip just effects both player and ai now
Re: Magic Data Discussion
Date: January 20, 2016 08:17PM
Posted by: SDI
@Aus_Doug: Can you test with an old GPxPatch to see if the real old behaviour is really different from 'old behaviour' setting in the latest GPxPatch? Or do you depend on other new features?

René Smit, Independent Software Developer.
Download my GPx tools here.
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