GRAND PRIX 2022: The F1 2022 mod [standalone mod released - 23/01/13]

Posted by Carl_gpgames 
SOLVED



Edited 2 time(s). Last edit at 12/07/2022 10:02PM by rracunis.
maso schrieb:
-------------------------------------------------------
> @ MrRace:
>
> I solved the problem of crashing because of
> CGP4Cockpit::LoadMesh() No object found for name -
> Left_mirror and CGP4Cockpit::LoadMesh() No object
> found for name - Right_mirror and mercedes tex:
>
> Just try to disable Advanced car shader in the
> options of the mod. This has fixed the problem, i
> do not have any debug message of errors and
> crash:)
>
> I hope it will help!
>
> Bye!
>
> Federico


I tested it but I had a CTD in 100% race distance at 50%.
Using 2021 CSM Mod with other Mods and Advanced car shader active, it works perfect.
Good night, the creator friend of Mod 2022, still intends to make some changes in the MOD???

Buenas noches amigo creador del Mod 2022, todavia tiene la intencion de hacer algunos cambios en el MOD???
The creator friend intends to release a final version of the mod, but he may not find the time necessary to do so before the end of the year.



GP Files | GP Videos | Discord: Carl_gpgames#2350
Carl_gpgames Wrote:
-------------------------------------------------------
> The creator friend intends to release a final
> version of the mod, but he may not find the time
> necessary to do so before the end of the year.


Take your time creator friend!
And above all else, your own time and personal stuff is more important than us. Best wishes on the coming holidays :)
Thank you for the answer, no rush, I just wanted to know your intention..great Christmas to you and family

Gracias por la respuesta, no hay prisa, solo quería saber su intención... gran Navidad para usted y su familia.
why the tires is white ,,any solution___
jojo42 Wrote:
-------------------------------------------------------
> why the tires is white ,,any solution___


You may not have set the graphics to the fullest for the textures
Hinyaldee Wrote:
-------------------------------------------------------
> jojo42 Wrote:
> --------------------------------------------------
> -----
> > why the tires is white ,,any solution___
>
>
> You may not have set the graphics to the fullest
> for the textures

how can set ie ? what number may use??
jojo42 Wrote:
-------------------------------------------------------
> Hinyaldee Wrote:
> --------------------------------------------------
> -----
> > jojo42 Wrote:
> >
> --------------------------------------------------
>
> > -----
> > > why the tires is white ,,any solution___
> >
> >
> > You may not have set the graphics to the
> fullest
> > for the textures
>
> how can set ie ? what number may use??


Put the textures on high from CSM and in-game, set the graphics to the highest options available for the textures and cars
Hinyaldee Wrote:
-------------------------------------------------------
> jojo42 Wrote:
> --------------------------------------------------
> -----
> > Hinyaldee Wrote:
> >
> --------------------------------------------------
>
> > -----
> > > jojo42 Wrote:
> > >
> >
> --------------------------------------------------
>
> >
> > > -----
> > > > why the tires is white ,,any solution___
> > >
> > >
> > > You may not have set the graphics to the
> > fullest
> > > for the textures
> >
> > how can set ie ? what number may use??
>
>
> Put the textures on high from CSM and in-game, set
> the graphics to the highest options available for
> the textures and cars

i try on texture high csm and run game 3840x2160 resolutiion but nothing still same tyres is white
Hi MrRace!!!
Ok, you're right , i made some test and i forgot to say that i disabled also external view mirros...
I tested on 100% race on more tracks and the problem was not carshader but external wiev mirrors (now i understand the alert on debug mode about left and roght mirrors...)

So i put again car shader on and i disabled external view mirros, all it works fine!!!

Make some tries i hope it will help!

By

Federico
Hello Carl!

Just a little thing, i noticed that at the second race, Tsunoda and Schumacher are always out at the start of the race...only 18 cars.
Strange, because i can see them in the start grid before the race start...

Thank you bye!

Federico
Carl_gpgames Wrote:
-------------------------------------------------------
> > why the ai is so hard to overtake other ai , i
> always watch the ai race and the top speed
> sometime will never be enough to overtake so they
> ended up backin off ,is theres anyway to simulate
> DRS in this game?
>
> Did not note that yet. Might be related to magic
> data of some modded tracks. I will provide magic
> data for all 2022 tracks with the next update.
> DRS: In theory we could edit physics in real time
> through shared memory and reduce drag levels for a
> certain period of time. In practice: Not possible.
>
>
>
> Is anyone else also playing with the keyboard on
> the mod ? I'm struggling in high speed corners
> losing the back end all the time despite fiddling
> with the setup :( I suck, but not that much (I
> think...)
>
> Good point, i'll look this one up and try to
> provide a fix.
> In general: Please use the setups that come with
> the mod as a base for your individual setups. They
> fix the issue with excessive plank wear and the
> reduction of topspeed after a couple of laps.

i found the problem,rear riding height of the new settings is too high.more than 50 will kill the rear downforce.
40~43 is enough.
you may take a look at this. currently those settings are killing me as the car can't even safely through a turn over 200kmh
thank you bro.. that is a great mod
feddfcsfia Wrote:
-------------------------------------------------------
> Carl_gpgames Wrote:
> --------------------------------------------------
> -----
> > > why the ai is so hard to overtake other ai ,
> i
> > always watch the ai race and the top speed
> > sometime will never be enough to overtake so
> they
> > ended up backin off ,is theres anyway to
> simulate
> > DRS in this game?
> >
> > Did not note that yet. Might be related to
> magic
> > data of some modded tracks. I will provide
> magic
> > data for all 2022 tracks with the next update.
> > DRS: In theory we could edit physics in real
> time
> > through shared memory and reduce drag levels for
> a
> > certain period of time. In practice: Not
> possible.
> >
> >
> >
> > Is anyone else also playing with the keyboard
> on
> > the mod ? I'm struggling in high speed corners
> > losing the back end all the time despite
> fiddling
> > with the setup :( I suck, but not that much (I
> > think...)
> >
> > Good point, i'll look this one up and try to
> > provide a fix.
> > In general: Please use the setups that come
> with
> > the mod as a base for your individual setups.
> They
> > fix the issue with excessive plank wear and the
> > reduction of topspeed after a couple of laps.
>
> i found the problem,rear riding height of the
> new settings is too high.more than 50 will kill
> the rear downforce.
> 40~43 is enough.
> you may take a look at this. currently those
> settings are killing me as the car can't even
> safely through a turn over 200kmh

It's' not just the ride height, the packers too. It's done to accommodate for the physics which are based around ground effect, but it's a bit too high to compensate. I'm still focused on my 98 season so still haven't properly gone into fine-tuning setups for the 2022 mod :(
Hinyaldee Wrote:
-------------------------------------------------------
> feddfcsfia Wrote:
> --------------------------------------------------
> -----
> > Carl_gpgames Wrote:
> >
> --------------------------------------------------
>
> > -----
> > > > why the ai is so hard to overtake other ai
> ,
> > i
> > > always watch the ai race and the top speed
> > > sometime will never be enough to overtake so
> > they
> > > ended up backin off ,is theres anyway to
> > simulate
> > > DRS in this game?
> > >
> > > Did not note that yet. Might be related to
> > magic
> > > data of some modded tracks. I will provide
> > magic
> > > data for all 2022 tracks with the next update.
>
> > > DRS: In theory we could edit physics in real
> > time
> > > through shared memory and reduce drag levels
> for
> > a
> > > certain period of time. In practice: Not
> > possible.
> > >
> > >
> > >
> > > Is anyone else also playing with the keyboard
> > on
> > > the mod ? I'm struggling in high speed
> corners
> > > losing the back end all the time despite
> > fiddling
> > > with the setup :( I suck, but not that much
> (I
> > > think...)
> > >
> > > Good point, i'll look this one up and try to
> > > provide a fix.
> > > In general: Please use the setups that come
> > with
> > > the mod as a base for your individual setups.
> > They
> > > fix the issue with excessive plank wear and
> the
> > > reduction of topspeed after a couple of laps.
> >
> > i found the problem,rear riding height of the
> > new settings is too high.more than 50 will kill
> > the rear downforce.
> > 40~43 is enough.
> > you may take a look at this. currently those
> > settings are killing me as the car can't even
> > safely through a turn over 200kmh
>
> It's' not just the ride height, the packers too.
> It's done to accommodate for the physics which are
> based around ground effect, but it's a bit too
> high to compensate. I'm still focused on my 98
> season so still haven't properly gone into
> fine-tuning setups for the 2022 mod :(


there is no need to change the packers. otherwise the floor will rub on the ground.
i ve already tried. 40~43for rear ride height is just enough
also,the box_lat and box_alb are in the wrong place in the box.ini file
alb should be the pit 20
lat should be the pit 19
feddfcsfia Wrote:
-------------------------------------------------------
> Hinyaldee Wrote:
> --------------------------------------------------
> -----
> > feddfcsfia Wrote:
> >
> --------------------------------------------------
>
> > -----
> > > Carl_gpgames Wrote:
> > >
> >
> --------------------------------------------------
>
> >
> > > -----
> > > > > why the ai is so hard to overtake other
> ai
> > ,
> > > i
> > > > always watch the ai race and the top speed
> > > > sometime will never be enough to overtake
> so
> > > they
> > > > ended up backin off ,is theres anyway to
> > > simulate
> > > > DRS in this game?
> > > >
> > > > Did not note that yet. Might be related to
> > > magic
> > > > data of some modded tracks. I will provide
> > > magic
> > > > data for all 2022 tracks with the next
> update.
> >
> > > > DRS: In theory we could edit physics in
> real
> > > time
> > > > through shared memory and reduce drag
> levels
> > for
> > > a
> > > > certain period of time. In practice: Not
> > > possible.
> > > >
> > > >
> > > >
> > > > Is anyone else also playing with the
> keyboard
> > > on
> > > > the mod ? I'm struggling in high speed
> > corners
> > > > losing the back end all the time despite
> > > fiddling
> > > > with the setup :( I suck, but not that much
> > (I
> > > > think...)
> > > >
> > > > Good point, i'll look this one up and try
> to
> > > > provide a fix.
> > > > In general: Please use the setups that come
> > > with
> > > > the mod as a base for your individual
> setups.
> > > They
> > > > fix the issue with excessive plank wear and
> > the
> > > > reduction of topspeed after a couple of
> laps.
> > >
> > > i found the problem,rear riding height of
> the
> > > new settings is too high.more than 50 will
> kill
> > > the rear downforce.
> > > 40~43 is enough.
> > > you may take a look at this. currently those
> > > settings are killing me as the car can't even
> > > safely through a turn over 200kmh
> >
> > It's' not just the ride height, the packers
> too.
> > It's done to accommodate for the physics which
> are
> > based around ground effect, but it's a bit too
> > high to compensate. I'm still focused on my 98
> > season so still haven't properly gone into
> > fine-tuning setups for the 2022 mod :(
>
>
> there is no need to change the packers. otherwise
> the floor will rub on the ground.
> i ve already tried. 40~43for rear ride height is
> just enough

OK thanks !
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