klausfeldmann Wrote:
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> If I would have coded GP4, I had put all slipstream-related variables hardcoded into the
> executable, because in my opinion there is no sense, to put them into the track-related data.
> Slipstream works in the same way on every track, so putting these data into the tracks would be
> redundant. Probably no good coder would do that.
Makes sense. I did consider that after I posted, but I wasn't sure; so thanks again for the confirmation.
> Nevertheless, after your post, I had some extensive tests of several magic data variables at
> Rio Oval. It took me some hours of testing, but at the end, I cannot say that there is any influence
> of the tested magic data variables on the slipstream, neither for the player, nor for
> ccCars, neither on the strength of slipstream, nor on it's length.
Oh well. I guess I'll have to find another reason to load up an oval. Shouldn't be too difficult...
> Also the defensive behaviour of ccCars obviously is not influenced by the tested variables (there
> where some speculation about desc49 and cc-defensive behaviour in the past), neither on
> the event which triggers the ai to defend it's position (going onto the inside line before a
> turn), nor to the broadness of the track used for these defensive maneuvers (would have made sense
> to me, due to different tracks having a different degree of broadness, but no...).
I suspect your investigations are far more methodical, thorough and better informed than mine, but I've never stumbled across any ways to affect defensive (or attacking) behaviour either.
> Tested magic data variables where:
> ; desc38= unknown
> ; desc39= unknown
> ; desc40= unknown
> ; desc41= unknown
> ; desc43= unknown
> ; desc44= unknown
> ; desc45= Temperature (deg C) - top speed only affected, minimal effect in corners /
> acceleration? (17 - 31)
> ; desc46= Air Pressure (hectopascals). AFFECTS PLAYER-ONLY downforce, and drag
> ; desc47= Engine power output - e.g. altitude simulation? Affects acceleration
> ; desc49= Slipstream? A distance in feet that is subtracted from the distance between 2 cars, then
> compared to the speed(?) of one of the behind car, and if the speed is less, something is triggered.
> Player only.
>
>> As a result of my tests, I just can confirm the meaning of the descriptions 45 to 47. But the
> meaning of the variables 38 to 41, 43 to 44 and 49 still remain unknown to me.
Thanks for confirming those; fascinating. Such subtlety (ie, temp, altitude AND air pressure), would seem to suggest to me that something as fundamental as slip-streaming must surely have been given a tweakable value somewhere.
> So, sadly, we still have to look for the slipstream variables used in-game inside the
> executable file, in my opinion.
I agree completely, but unfortunately editing exes is well beyond my abilities. That said, I'd certainly be very interested in any discoveries you might make.