"about permissions.
i collect all things from net, but there was too many things, images, car packs, mods etc, and know idont remember which one is from where."I understand completely. You'll find some things that don't even have the authors name to ask anyway, but I think it's more that certain emotionally-sensitive people want to see that you made an effort to get permissions. Most people aren't like that, but you know how it goes sometimes...
"i can give all my files to you or another person who will search which part is whose and ask permission from them."Not me dude! That's for certain.
Listen, this is a rather delicate subject and I am torn between what I think as a living breathing man and my role as a fairly new moderator on this forum. I managed to outline both perspectives I'm forced to adopt in the previous post (and that was intentional) - but like I said, you'd be better off speaking to mortal to ask him what he would like you to do should you choose to make the mod public. He won't go looking for permissions for you either I'm sure, but if he were to OK your upload before you posted it
here there's not much anyone can say about it.
I'm just covering your back my friend. I could say a lot more than that (as a man), but I think that's enough to make my point. That said, (as a moderator), I strongly suggest you speak to mortal.
"i dont want any credit to me, all i want just play this great mod, and i thank to all creators who gives huge values to this beautiful game. because of this, i will not publish this mod on public now."Well yes, unfortunately that's what happens sometimes and it's a bit of a shame. But, hey, that's what PM buttons are for isn't it? And I'm pretty sure there's nothing in the forum policy about making a mod for your own use in any case - and if someone wanted to test the mod for you, they'd have to be given a copy of it, right?
Like I said, delicate issue - but it's not a mountain you can't overcome if needs be...
"Other hand, about statistics and performances, here is my idea but idınt know how did it. you are expert about it:"Thanks for the kind words. I'm not really an expert, but I've learned a few things over the years and I'm always very happy to pass on what I know - especially to someone like you who immediately takes the info and does something creative something with it. You (and others like you) will always be the life blood of this community; not me.
"İf i do F1 2020 mod, i want to realism, mercedes number one, red bull two, and williams cant be champion, never."Lol. You don't like Frank? Like most (but not all) of the teams you've chosen, Williams were pretty much unbeatable in their hey-day and 9 constructors' championships in 42 yrs is a record few constructors can match.
By the way, do you know you can 'split' a team, ie car1 is one team and car2 is another with a different livery? It's fairly complicated to write about, but it's something I do in most 70s-90s mods when there were lots of constructors entering the events.
"But it is legends mod. i want to close opponents and drama. i want feel all dangerous drivers around me, and my heart to beating".Then we think as one on this.
"who will be champion end of season? i will try to explain with my bad math : )
skill point= driver skill + engine power
season average skill point of Senna= (suzuka skill point + interlagos skill point + silverstone skill point+..........+spa skill point)/17
whose season average skill point is best, he may be champion? nope.
season average skill point + his and cars "luck" on that season point= champion decider point.
there will be three kind luck: lucky season, unlucky season, notr season.
senna was best has average skill point but he was demorilized this season and car has too many problems... than his champiom decider point is get lower.
i think driver failure% and car variety about this "luck"
and it is important.. worst driver must have a chance to be champion. formula= best drivers "season average skill point must be < than worst drivers "season average skill point + Good Luck Point."You're making good points (and demonstrating that you understood what I meant by the more esoteric [i.e 'arty'] aspects I mentioned earlier), but really there's only so much you can do within the game model and the PFs so you have to concentrate on what we CAN do, as well as what you'd like to achieve.
For example, things like Senna being an amazing qualifier is one of the things that I would like to be reflected in the mod if I was making it too; so if it were me I'd want to make it so that most of the time Senna will out-qualify Prost, but Prost will probably finish more races than Senna and they will have a roughly equal chance of winning the championship. Things like that are easy to implement.
'Luck' is more difficult. I like the idea too, but the problem is, how do you get the game to reflect that? I would suggest that the best way would be to make sure a "lucky" driver had a larger variance than the others. That way, he would be more likely to have a surprisingly good race now and again, while a driver with a low variance value, would perform much the same all the time (absent other variables). Alternatively, you could achieve the same effect by altering the failure rate, ie lucky drivers don't break down as much.
Skill points, or what I would call a talent rating, is also quite hard to emulate. What I do normally is I decide what stats the 'average' driver should have, then I would give more 'grip' to the drivers I thought were especially talented, but reduce their 'power' to compensate.
That way, all other things being equal, the talented driver would be seen to overtake more often under braking or cornering, while the average drive would be faster on the straights. Neither would be quicker, as such, but the guy with more grip will appear more exciting than the guy with the faster car.
You see now how spreadsheets can be very arty in their own way?
"i havent got any idea it can be created in performance files."You stick with the beautiful artwork for now and I'll focus on the nuts and bolts to make it all play nice OK? You can't expect to master it all in a week (although you're doing pretty well so far). I've been messing with GP4 for years and I've still got a ton of stuff to learn about.
"i am going to look to helmets now. and about main menu, i will look jpg to bik to mp4 converters."Sounds good.
"thank you again for show way to me."No problem. You're a quick learner and it's fun for me trying to keep up with you!
"15% races... will be ok for me too."OK. When you send me the track.DATs I will make sure cars don't run out of fuel - and while I'm there I'll set pitstops for 100% race, just in case you get a PM or two (
). Most people seem to like to do 100% races I think.
"if it will be Race %15, here is question about failure rate: 100% there will be a failure if failure% is 24576?"Mathematically speaking 100% failure in a 15% race SHOULD be 109227 - but it isn't! See
this post where SDI (who's the expert on all this) replies to me after I suggested this figure would be correct for a 15% race with 100% failure rate and he explains why 65535 is the maximum figure the game could ever handle.
Fortunately, we rarely use the maximum figure anyway because most cars don't fail all of the time, so it doesn't usually matter. That said, the second Ligier car in 1981 only finished one race all season, so to be precise it would have to be given a value of 100125 for the failure rate to be correct for 15% races, but the game would only treat it as 65535 in any case. Either way, it's not a car you would want to be driving and it won't be finishing many races!
We probably covered too many topics at once there, but I hope you can make some sense of it all.