Hello everybody,
first of all it's great to pop in after a long time (I guess four years!) and see that the community is still strong, with some familiar "faces" and a lot of great work.
I'm really impressed to see that after more than ten years since its release, GP4 still rocks and there are some massive update such as the GpXPatch 4.something which sounds incredible!
Anyway, back in topic.
Yesterday, stcheyne sent me a PM regarding damage.ini and how to improve it. I saw there's a 3D open
here and this is the
link to the discussion we started in the old days, but I thought it would be a better idea to start a topic on its own and throw in as much as I can about this issue.
Just to keep short and simple, GP4 has got a "model" for damage and its physics that was pretty cool and "state-of-art" when GP4 was first out on shelves, but now is kind of outdated if we compare it to other sims like RF, which is relatively young (at least younger than GP4). This means that we can tweak it, but we can't change it. In other words:
- we can fix some major stuff like crashing into a wall, get rid of a wheel and suspension and find our way to the pits, where it will be fix in less than ten seconds (which is unrealistic)
- we can't have things like unbalanced behaviour of the car if we keep on "kissing" the wall with the same wheel and suspension, simply because the program behind the game haven't got this option
- we don't know if there is a way to obtain things like better partial damage to the front wing (you know that you can break part of the front wing) and if we can make it in a way that affects handling more realistically
Said that, damages are related to damage.ini, which is available only with CSM, if I can recall well. If you read the old thread, you will find that I came out with these numbers... and the explanation:
DamageCarsBounce =16 ;32
DamageWalls =3700 ;7424
DamageCars =4100 ;8192
DamageWallsBounce =4 ;16
Other numbers are obscure and they don't seem to have an effect on anything. It could be true, because GP4 is full of stuff unused (like the complete set of flags you have stored somewhere, or the red light on the steering wheel...). Or, they have an effect on something, but maybe they are not related to the stifness of the part, they could be related to a position (especially settings for right and left stuff which has half values)... who knows? I admit I wasn't able to understand it and I hadn't got time to have a deeper inspection on this stuff. Take a look at the old 3D if you need.
There two ways to sort out values meaning:
- ring Geoff Crammond... and see if he can help you
- save some scenarios (like hitting a world sideways, with a wheel and so on...) and play with numbers...
Remember: you can't add features not intended to be in GP4. You can improve performances.
I hope everything is clear. If not, as I log in (not frequently) here, I will try to help you.
Take care,
ROAR