Don't forget about keeping them under the respective title lines (or whatever it should be called, im not english), I mean I was replying to the message by pauloderpich where for some reason he threw away those titles in [...these...]
I mean all of these:
[ErrorChance]
[BrakingRangeMin]
[BrakingRangeMax]
[QualifyPower]
[RacePower]
[FailureProbability]
they must be inculed in the actual perf file
use
these values as the template and change them. also as far as i can remember those qualypower and racepower overwrite the default perf numbers, I talk about these:
[Team #00]
Name=FIAT,FIAT
Performance=
848,
848,
75First Driver=3,Markko Martin,16225,275,16110,210
Second Driver=4,Mark Christensen,16300,400,16285,385
to be entirely sure change these engine power values to 1, 1 to check if they got overwritten by the newely added separate car/driver-dependant values of these:
[QualifyPower]
[RacePower]
In the end I'm not playing the game at all for like 4 years or so, since I've got into some irl stuff like getting a girlfriend and such, I've purchased the iRacing 1 year subscription on the Christmas sale, and had time to actually try that one only once since then and I must say it seemed better than GP4 in every aspect, except it is expencive and I need probably to learn from scratch how to edit the driver files and templates, but yes it is incredibly good for solely AI racing, which is what I was about to with GP4 since my brother left home in 2012 and we ended playing our long-term fantasy championship, which started from playing with paper cars since 2001/02 then switching to GP4 in hot-seat mode when we got 1st PC in 2005. I've played two more championships playing alone with the hot-seat till noticed that my actual driving was affecting the AI drivers more than the actual values, I mean if I was able to make a great hot-seat run for the one car, then it would go on being fast even later when I was busy controlling the other cars, switching to them, and if I made an error for one car, it would go slow no matter what their driver values were. I was doing the full 1.20 min races with the 3 hot seat rounds (each of all the 22 cars being under my control 3 times during the race) I remember how I make an exeptional 1st hot-seat turn lap with the car started from 17 position when it was light because it should get pitted after my hot-seat went over, and it turned out to be a winner then (him being the only one car on 3 stop-strategy at Imola also could've helped). Also if you switch all the cars it is only way to control their pit-stop strategy, though rain was always screwing it up, cos I never was able to predict when exactly it should be wet looking at the pre-race forecast. Anyway, since I've noticed that my driving affecting the AI/CC-cars more than the perf values, I've decided to switch to the solely AI racing, but then it was the time when I've got busy and was able only to go into the pre-season tests and 1st race once, and from testing the [BrakingRangeMin]/[BrakingRangeMax] values I was a little bit disappointed cos either the early brakers (-1000/0 values) and the late brakers (0/1000) were doing actually both kinda worse than default, though again as I've said it must be depending on the actual track values (AKA desc51/52 CC aggression in magic data as it is stated at the SDI changelogs). And I was mainly editing the MD files on my own, especially on circuits like Zolder or Osterreich it is always one kind of corners where GP4 cars feel goofy -- it is always the S type of corner, either the slow chicane, or the medium one like the 1st corner in Melbourne or 1st at Osterreich. or the 1st corner at the Misano, I believe. Especially at Misano I've noticed how each and every lap there was the same kind of accident when cars got into each other trying to pass. I remember track builder of Paul Richard had the same issue at the S-chicane on his circuit. I've found that it might be resolved either by compromising the CC-line at the actual track, but drawing the whole new CC-line in order to fix one particular corner sometimes is pain in the ass and time-consuming, but the 2nd option is altering the MD files with the exactly desc51/52 mainly, plus with adding more overal grip as far as I can remember, so the cars wouldn't spin that much. Anyway, learning about the Magic Data and making my own tests to learn how it works was very fun for me once I had time for this game and I recommend anyone who is into learning how this game works to take a look to the MD-thread:
[
www.grandprixgames.org]
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For a list of EVERY download for GP4, look here:[docs.google.com]Edited 2 time(s). Last edit at 08/22/2024 09:18PM by Soutsen.