Forum Postings 1999 November

as collected and (very little) formatted by addie walti


Threads

The start of a thread is marked with 0- (because sometimes the order is reversed)

Curbstones doing funny on exit
No downforce please
Air Resistance
abrasiveness
How can I get the new tracks in to the GP2

Fuel Consumption
Race Length
new track in TE
CC-line in the Track Config tree?
Invisible Objects - Help!!!

Green tracks??
Pit walls,verges, etc
various data blocks
Kerb placement
Error divide by 0

Curbstones widen at the end
How to put bumps, 0x94?
Track Grip, Air Resistance


end of file


Index

Curbstones doing funny on exit

0-Martijn said the following:

Hi!
I have a little problem, the curbstones get a little deformated near the end of the curbstones. They have a certain width, but near the end, they seem to widen all of a sudden. Anyone know why, how, and how to solve that?

Posted by Filou (filou@pop.multimania.com) from 195.238.6.42:

Hi Martijn

I've noticed this a long time ago.
I think this must be a GP2 standard thing. Make the kerb a bit longer... :-)

PS: Congratulations for your wonderful tracks.

Posted by Filou from 195.238.6.42:

Hi again!

I've forgot this when replying: I also noticed that there are two different behaviours: a type of kerb widden, and another tighten at the end, and the textures and positions of the "intermediate" part also change. So I think there must be a sort of "reinitialize values of kerb at default definitions at the end".
What do you think of that? To test, you could put different textures for the two parts of a kerb, and then watch what happens in the game, and also compare the width at the end with the width when you remove the "kerb definition A/B" cmds in TE ...

Filou


Index

No downforce please

0-Posted by µartijn from 145.94.124.79:

Hi!

I tried to simulate a downforce-less car on my new track. Has anybody got any experience in this? So far I have got the following influences:

Acceleration = engine power
air resistance
track grip
the 0xD2 "track grip"

Now, the 0xD2 is more of a "normal force multiplier" than a "track grip" multiplier. This is evident when you make a little jump; when 0xD2 = low, you get 4 wheels into the air, but when 0xD2 is high, then the car stays glued to the track. And this is obviously related to the normal force.

So 0xD2 influences the normal force. The normal force consists of a "mechanical" part, which dependents on the gravitational pull on the car, and a "downforce" part, which is speed-depenand, and therefore air-resistance related. I think the 0xD2 influences the total normal force, when you set it low, you don't have any grip at all, not when you're going slow (mechanical grip), nor when you're fast (downforce). If you set 0xD2 very high, you can corner at 350kph with the two inner-wheels off the tarmac, like the old Citroen Duck (2CV)

So I can get a car without downforce, by setting the air-resistance zero. That works OK, but on any straight, the car goes easily to 400kph, as there isn't anything to stop the car from accelerating. I can set the "acceleration" to less, but still there won't be any less accelerating when you approach high speeds. So this doesn't work either.

Has anybody got anymore tricks in the big hat?

Posted by Knuckles (brett_knuchel@geocities.com) from 202.139.12.82:

The only other factors I can think of that could help you would be gear ratios and car weight.

Posted by Ian Hill (ianhill@crosswinds.net) from 131.111.8.68:

This is just a guess but have you tried multiplying the track grip by say 100 and dividing the D2 by the same amount.






Index

Air Resistance

0-Posted by Chris Ward from 212.111.154.181:

How do you edit the air resistance in game and does it effect the player or just the CCs?

Cheers

chris Ward


Posted by Jason Hope (jason_hope@yahoo.com) from 209.104.76.93:

look in the trackeditor under cc-setup. there you will have many parameters to chose from. I've never experimented with it, so I can't really tell you more.

regards,
Jason Hope



Posted by Filou (filou@pop.multimania.com) from 195.238.26.22:

Hi

Air resistance only affects player car, Acceleration affects both player and cc cars, and track grip also affects both, but in a different way (try to set it at 127, then drive with your car, it's fun, but the CCs will have some grip problems :-)

Filou




Index

abrasiveness

0-Posted by Jason Hope (jason_hope@yahoo.com) from 209.104.76.93:

I think this was mentioned, but I seemed to have forgotten if it was. How is it possible to make a track surface more abrassive than it already is?
I need to know, cause the track I'm doing has a very abrassive and bumpy surface.

Thanx,
Jason Hope

Posted by addie from 194.191.82.13:

the “bumpiness” of the track could be determined by the “bump table” in the TE. go into the track tree, there to the track-config section and there to various-data-blocks. there at the end you see the “bump table”. you see a sequence of offset and “bump-value” lines. the offset means offset to s/f line and the bump-value gives the new “bumpiness starting at the given offset. this value is valid until the next change ...

although i’m not sure whether the very abrasiveness of the tyres is affected by this value also ?! any more ideas ?

Posted by µartijn from 145.94.124.79:

Yes, many more ideas.
You can change the tyre-type to "D" to make them wear faster.

You can change the gravitational pull of the earth by adding a 0xD2, to compensate for the increased tyregrip. You can change the "track grip" in the CCsetup, to do some unknown changes (please report).







Index

How can I get the new tracks in to the GP2


0-Posted by Miki (MundMTelekommunikation@GMX.de) from 62.158.111.98:

I´m from Germany and my englich is not the best. But I need Help to get the new tracks into the GP2. I have download a Trackeditor . Now I need a instruction with all details.


Posted by Fat Rat (helen_danyluk@telus.com) from 207.194.18.74:

Hi Miki

1 Nocd utility
2 Full install GP2 (to get the track on your HD ?:\GP2\circuits )

get a track
3 Place the track Jams into
?:\gp2\gamejams\??\??.jam
gamejams\??\.jam

4 name the track to file to (1-16).dat ( whatever # you name it that is where track will come up in the game)

Or use a track manager . for #4 . there are 2 or3 good ones
You need this program more than you need a "Track editor" that comes later .

If you have graphic problems . you need to re check what folder you put the jam files in
gp2\gamejams\"track???"

If it is still not right ,
Then you can use the track editor . to see where the dat file says the Jams should be .
If you can see the jam in the editor good . if not bad

Have fun Les



Posted by Fat Rat (helen_danyluk@telus.com) from 207.194.18.74:

#3 should read
3 Place the track Jams into
?:\gp2\gamejams\??\??.jam

I hate this little window

Thanx Les




Index

Fuel Consumption

0-Posted by Bob Culver (culverr@bigplanet.com) from 204.151.114.9:

I am fine tuning Reims and have encountered a problem with Fuel. Since most of the lap is done over 200 mph, fuel consumption is much higher than the default track (Estoril) used. In a quick race, the player and cc's ran out of fuel four laps before the finish.

For example, on a 13 lap quick race, the player starts with 14.9 gallons, which only lasted 9 laps. I believe that this can be adjusted in GP2edit, but I would like to set up the track properly so everyone doesn't have to use GP2edit just to race Reims.

I have looked at the cc settings, and there is the amount of fuel setting, but does anyone know the best solution to adjust this for bot the cc's and the player from within the TE?

Thanks, Bob

Posted by Fat Rat from 207.194.18.156:

Hi Bob

Have your tried a test in another slot .
each slot has each own distance multiplier ,If it varies from one slot to another , might give a clue.
I've seen this before , a releast track some time ago .

But only worried about palyer's car , changed the fuel load of pit strat.

Les


Posted by Ian Hill (ianhill@crosswinds.net) from 194.83.240.43:

As far as I can tell, the fuel amount thing in the "CC setup" affects the player car as well.
HTH, sorry if I'm wrong
Ian


Posted by µartijn from 145.94.124.79:

Can't believe the answers... anyway, Bob, simply press "correct fuel load" at CCsetp, and then raise the value by ~1000 or so. Test the track, look whether you use about 1 lap of fuel a lap. If not, raise or lower it a little. That's it.

Posted by Bob Culver from 204.151.114.9:

I am trying the cc fuel adjustment, but so far I haven't noticed any change. The player car still starts the race with 14.9 laps of fuel (sorry, it wasn't gallons) and consumption still seems to be at the same rate. Les, I am using slot 11, so I will try slot 12 (Monza) which might prove to have better consumption.

This might only be a problem in the quick race mode, since the adjustments for a full race seem to be more flexible. The player can at least make another pit stop, but I want to make sure the cc's don't run out of fuel.

What happens now is that the cc's actually make it to the pits, but there is no fuel left in the tank in the pits!

Posted by Bob Culver from 204.151.114.9:

You make it all seem so simple Martijn! I will give this a try! Thanks, Bob

Posted by Fat Rat from 207.194.25.184:

In Which Te/ Or version of ?
does it work as well , as the santiy check ,RCR trigger values? etc.

I find it better not to use any " auto generated "
values ,add signs ,etc.

at least with the older Te's

Les


Posted by Knuckles (brett_knuchel@geocities.com) from 202.139.12.95:

If the player and the CC's use fuel up at different rates (depends on things like air resistence and amount of wing you have set) then adjust the fuel for the CC's if they use more fuel because the human player can adjust their strategy, if the player uses more fuel then adjust it for the player as the CC's will simply have more fuel in their tank when they stop.




Index

Race Length

0-Posted by Bob Culver (culverr@bigplanet.com) from 192.246.108.33:

Thanks to Martijn, my CC's now have enough fuel to finish the race. But now I would like to change the length of the race. Again, I know I can do this using GP2edit, but I would like to create a default track that has the proper number of laps for the venue. I have tried in both locations in the TE where you can adjust the number of laps. Neither one (the Track information and the miscellaneous data section) seemed to change the number of laps. I am still getting the default for the slot (using #11, which is 44 laps). I suppose if I used another slot, I would get the default number of laps for that slot as well, which might be one way to increase the number of laps. Can anyone help me with this?

Thanks, Bob


Posted by µartijn from 145.94.124.79:

Yes, GP2edit is the only way to change the actual #laps in a race. Best thing to do (IMHO) is to advise to use a slot that has the same #laps as your track.

I, at least, never change the amount of laps in GP2edit, just for a single customtrack.


Posted by Derek from 205.200.28.46:

I think Marc Aarts Wintrackman also changes the amount of laps in a race also.

Derek



Index

new track in TE

0-Posted by claudio (kopper@tiscalinet.it) from 195.130.224.135:

sorry for english
how i can initiate a new track in TE?

Posted by addie from 194.191.82.13:

its not (yet) possible to generate a gp2-track from the scratch. you have to take any existing track as a base and then change it to your needs and wishes. and here i always recommend to take an original track and not a custom track, because the chance they are consistent is higher than with the custom tracks, simply because there are still unknowns in trackediting ...



Index

CC-line in the Track Config tree?

0-Posted by Mikael Olsson (bozze37@hotmail.com) from 195.67.244.243:

I was working on a trial oval track where the s/f line is
in the middle of a curve and couldn't get the cc-line to begin
in 90 degree angle with the the s/f-line, which I wanted.

I found the cc line startX and startX (high) in the track config tree.
I tried to change value in the (high) part and suddenly the cc-line was gone
in GP2 but not in the TE. What do the values do?

Posted by Bob Culver (culverr@bigplanet.com) from 204.151.114.18:

Was the cc line gone in the TE display or did it just not show up you tried to drive?


Posted by Malcolm Mitchell from 195.147.246.145:

I've had it before when it seems to disapear for a bit (the visual display of the line itself) but it will still work, and then it reapears again, at the same place on each lap.

It's annoying, because one of the ocassions when it happens, it happens right at the turn in point of the corner :-(

Anyone have any quick fixes for that? I've been unable to so far, if you need the track, ask Augusto Dewey for permission!

Mikael, in the track config, those numbers aren't where you should input the data. If you go to the CC Line menu, and then click on CC Line start position, that's where you inut it.

There are no exact numbers that can be used universally in any track file, they need to be changed depending on the layout, etc.

If you look at tracks that have the line start right along the left side of the track, they're all over 1000 I think, so if you type in that value, see where the line turns out, and then add/minus 100 or whatever, until it's where you like it. I don't know what the usual value is for lines starting on the right, as there aren't many that do (Sao Paulo) but I've never done one that side.

Btw, I think the (High) one in the track config menu is an Unk, isn't it?

Hope that helps.

Cheers,
Malcolm Mitchell


Posted by Mikael Olsson from 195.67.244.243:

To Bob's question I have to say that it looks in the game like there is no cc-line at all, just like it does when you hve removed the complete cc-line in the TE.

Maybe I have to define the problem from the beginning. When I started I removed the cc-line and started to build some sections together with a suitable angle.
The thing was that the cc-line moved directly in an angle about 45 degrees to the right directly after the s/f line. It had nothing to do with how much to
each side the cc-line was moved to. That's why I was looking to the Track Config section.

I will try to mess around and see if I can find any solution to this myself. If I do I'll let everyone know.


Posted by jason hope (jason_hope@yahoo.com) from 209.104.76.93:

i think it has to do with the track section being to sharp. I know that when teh cc-line was done for my new montreal, the cc-line would not show up at the hairpin because the angle was too sharp. What I did, was reduce the amount of track sections, and slowly the cc-line re-appeared.

hope this helps

Jason hope

oh yeah, does anyone know how to increase the abrasiveness of the track surface, so tyres wear out a little quicker. Montreal is known for that!!!


Posted by Bob Culver from 159.37.7.254:

There are several possibilities for this.

The first could be that the overall length of the cc line is too long. When that happens, the beginning segments are overwritten by the segments that are too long. What happens is that the cc line data is corrupted. and your line doesn't show up until after the overwritten segments. Since you can't see the beginning, you may have altered the angle, or starting position that throws the allignment off.

The second case has to do with the X & Y settings and the starting angle. Since the TE displays the first part of the line correctly, you should be able to get placement visually. However I have also experienced this where the cc line displays ok in the TE, but it is gone when you drive. Try going into the TE and select refresh tree. It was either that or some other command that then displayed the location properly after an adjustment. I also seem to recall that the improper display was also saved. So try this and see if it helps.

Also, make sure you don't have any of the odd cc line commands. I do not have access to the TE right now, but I believe that the odd ones are the 80 commands or the 120. Can anyone provide that information?



Index

Invisible Objects - Help!!!

0-Posted by David Richards (davrich@iweb.net.au) from 202.12.71.11:

I placed an additional flyover object in the track I am updating - and it is not appearing in the game.
I also have a billboard that doesn't show up.
If anyone wants to try and fix these, I will email them the track and jams


Posted by µartijn from 145.94.124.79:

Probably, there are more than 1 objects at a certain distance from s/f. Perform sanity check.
Else: perhaps the JAMs that you call in the object are removed. Else: please post again!


Posted by David Richards from 202.12.71.5:

Prob solved - had to do with object offsets and the detail command (Flyover offset placed it off the track somewhere, the billboard had detail switched to low detail, changed it to always on, and there it was!!!)

BTW - it was a 99 ad update for Bathurst - the early work is in http://atcc.virtualave.net/Bath99.zip (install jams in bathjams directory)

Regards,
David

PS thanks uartijn

Posted by David Richards from 202.12.71.5:

Now I have fence and billboard ads that don't display properly. I resized the texture from 128x32 to 82x32 to reflect correct proportions of the ads, could this be the cause?

Changed the resolution of the fence ad - no good.

Don't know what to do about billboard.

Regards,
David


Posted by µartijn from 145.94.124.79:

What do you mean by "do not display properly"? Is the texture messed up? Or the object?
This is too vague to guess what's wrong

Posted by David Richards from 202.12.71.5:

It was the textures being garbled - resized them back to 128x32, then they were OK.

Sorry for troubling you - I tried to do something the wrong way around - now I know you use the number of repeats and length in the texture chooser to adjust the aspect ratio, not adjust the jam texture dimensions.

Thanks for your time.

Regards,
David


Posted by addie from 194.191.82.13:

as for the garblet textures:

be sure you work with the latest version of the jameditor of mal ross. there you load the jam and then doubleclick the certain texture and then opens the “texture properties” window. in the lower part of this window you see a bunch of flags called “other properties”. their you have to check “Don’t optimise height” or “Don’t optimise width” depending on what value, height or width, of your texture is not a so-called binary number (a multiple of 2; 2, 4, 8, 16, 32, 64, 128, 256, 512, etc.)

Posted by µartijn from 145.94.124.79:

"of your texture is not a so-called binary number (a multiple of 2; 2, 4, 8, 16, 32, 64, 128, 256, 512, etc.) "

What do you mean by that? Does that need a different flag?

BTW my newest creation has a JAMfile that's really weird. When I want to import a texture into a certain part, the Jameditor crashes all the time. So it's an unchangable JAmfile.


Posted by addie from 194.191.82.13:

i assume you know which two flags i mean ...
now everytime the width or the height of a textures is NOT a, hm, well, figure 2, 4, 8, 16, 32, 64, 128, 256, 512, etc. whatever its called, you have to check the appropriate flag. see original jams for reference ...

as for importing bmps, a few weeks ago i also ran into the same problem you mentioned and i tried to get in touch with mal ross with this but he didnt answer so far ?!
i wouldnt call it “unchangable jamfile”. its probably just a little bug in the importing routine in the JE. unlike with the format of the trackfile, there is no more mystery in the format of the jamfile as far as i know ...

Posted by Fat Rat (helen_danyluk@telus.net) from 207.194.25.168:

Hy guys .

If you would reply or read some of MY posts ,
You would know that the JE bug is quite old ( Ver 3&4 )It was reported to John & Mal in the now defunct JE forum at least 4 months ago.
I heard from Mal about 6 weeks later & he wanted an example .
Told him , " it was so long ago " I could not rember the specifics ,
But recently I ran across this problem once again .
You should try the " canvas/bmp " import with GP2Edit ,
Again anyone confirm whether you can import the stock mont_ads1.bmp into the stock GP2 jam with the newer JE's
I think this one is the same as your problem . works in GP2Edit & not in the JE's

Thanx Les

Posted by µartijn from 145.94.124.79:

Thta's right, the export/import canvas (= all textures,) worked fine.

Another thing that was strange with this JAMfile was that I couldn't click the "don't optimize height/width" boxes, the click would'nt stick, and they would reset each time to blank.

But I got what I wanted now, thanks guys








Index

Green tracks??

0-Posted by Mike Matthews (mallan@corrsfans.com) from 194.131.244.89:

Hi. I've just downloaded a couple of tracks but for some reason part of the tracks are green! I can get rid of this by turning on the track texture, but my poor little PC can't cope with that. Is there another way of getting round this, or do I just have to put up with it until I can afford a better PC?


Posted by Richard Selby (Green@selby16.freeserve.co.uk) from 195.92.197.37:

I had this problem in my mirrors at times. Download the latest JamEditor and look for some kind of 'non-textured colour' ie. which colour this jam will be when not using textures. You'll
need to check all offending jams, unfortunatly.

--Rich


Posted by µartijn from 145.94.124.79:

That's ofcourse something the original author of the track should do himself.
But in the time of some older tracks, the excellent Jameditor wasn't available to do that.



Index

Pit walls,verges, etc


0-Posted by David Richards (davrich@iweb.net.au) from 202.12.71.4:

Hi. I'm just trying to do a version of a track where there is no wall between pit and track, but I've got all this grass where there shouldn't be grass., and invisible walls, and an object that needs to be removed, but when I do,the track goes mad, putting phantom objects all over the place.

Anyone willing to help, I will send them current progress.

Regards,
David


Posted by Bob Culver (culverr@bigplanet.com) from 206.173.161.22:

Dave, I don't think it is possible. I tried many times, but to no avial. The pit lane, other than the entance and exit connect points doesn't seem to have a direct correlation to the track. I know you can see objects and such, but I have tried many times, even just making a straight pitlane on the track. The grass you see is the default verge texture, which when you remove the fence, that appears. If anyone has been able to figure this out, please let us know.


Posted by Fat Rat from 207.194.25.191:

Possible work around

try using a transparent default grass verge & asign another one for the actual ribbon asignment or even better use full transparent fence jam.
you'll have to have some , invisable walls for the pitlane to work .
Just make them as short as possilbe , you may not get all the stalls in though

Les





Index

various data blocks

0-Posted by Augusto Dewey (adewey@abaconet.com.ar) from 200.16.224.249:

Other question :-) what can we change in this point? The cc-car pitstop strategy works or you need wintrack, about the bumps, wich values are correct, it means 0= no bumps, for big bumps what do you need?, 4 maybe?
In order to the cc-car setup, i think with only can change the rear wing, please confirm me this, and the last idiot question, wich tyre compound is correct for each track? Thanks for all the info.



Posted by µartijn from 145.94.124.79:

Bumps are high when they are ~7 or 8.

Tyre compound is what you want it to be! Want lots of tyre wear? Choose "D". Want less grip, long last? Use "A".



Index

Kerb placement


0-Posted by Robin de Paus from 212.48.55.116:

Hello guys,

I have done some research to kerb placement and discovered some things I didn't knew before.

When setting a 0x8e or 0x8f command, this command applies to the rest of the track, or until another 0x8e or 0x8f command is found (not just one kerb).

Kerb Type A:
* A kerb of this type can be only one segment long.
* When the segment is curved, it will go from the start of the track to the end of the track.
* When the segment is straight, it will follow the rules of the 0x8e (or 0x8f) command; it will start at the a2 value and runs until the a3 value OR the end of the track-segment when a2+a3 is bigger than the length of the segment.
* When the a2 value is bigger then the length of the segment the kerb will not show up at all (of course unless the segment is curved).

Kerb Type B:
* A kerb of this type always follows the 0x8e/f command.

When you apply a kerb before a 0x8e or 0x8f command is given, GP2 will use a 'default' command with a2=1 and a3=12.

Greetings, Robin de Paus



Index

Error divide by 0

0-Posted by Ricardo Gomez (rcgomezs@inter.net.co) from 206.49.176.243:

Hi to all of you.
I'm getting this message Error divide by 0, and gp2 crash.
Any opinion.

Thanks


Posted by The Track Fairy from 145.94.124.79:

You made an error in the track.
Perform sanity check, fix track.



Posted by addie from 194.191.82.13:

if the fairy's hint does not work out you may want to have a look at my gp2-webpage. there you find a collection of former postings in this forum. probably you find some more hints there also:

http://www.asit.ch/~addie/

"division by zero" is a pretty common error that may happen in trackediting for gp2 on several occasions. not easy to find but pretty easy to fix most of the times once it is found.
sorry for not being able to offer more specific help ...


Posted by Paul Hoad (Paul_Hoad@autosim.com) from 212.2.17.129:

check track fits into world extent! click world icon on tool bar track must fit inside grey box adjust the TrackStartX and TrackStartY from Track config section to ensure
track fits.

Paul Hoad

Posted by Bob Culver (culverr@bigplanet.com) from 159.37.7.44:

I also received a divide by zero error when the size of the .dat file exceeded 62kb. All I did was add an internal object. This happened again when adding additional objects. Both times, the file in question was over 62kb. I recall that the guys who made Circuit Ultima also found this limitation.



Index

Curbstones widen at the end

0-Posted by µartijn from 145.94.124.79:



Hi!

I just drove some of the original tracks, and I made the following observation when driving Estoril. The "smart" curbstones (red type, or B-type if you want) become smaller in the last unit or so of the curbstone.
Now I noticed the opposite (a widening curbstone in the end) some time ago, on my own track.

And guess what? Found the "logic" behind this...

The B-type curb will, in the first and last unit, change width to the form of the A-type curb!!

The roll-on and roll-off height is always zero, BTW.



Posted by Andrew D (dgenx@ihug.com.au) from 209.78.50.99:

Hi,

If i am not mistaken, the original Imola did the same at the inside of Tosa, the first hairpin, it changes from one type to another with no joins, i haven't looked into this, but i am sure it does it.

AKD


Index

How to put bumps, 0x94?

0-Posted by Dan C. (downforce1@hotmail.com) from 142.58.209.105:

This might seem like a simple question, but how do you put in bumps on the road? Is it just inserting 0x94 with a high value? And does this give you a single or multiple bumps.

Dan C



Posted by addie from 194.191.82.13:

whathever 0x94 does, it has nothing to do with bumps as far as i know.

if you want to adjust the bumpyness of a track you could do this in the “bump-table” in the “track-config” section in the track-tree. go to “various data blocks”. in the 2nd half of the block you have the table.
if you had very bad bumps you also could do them with small tracksectors with huge gradient changes.

i hope its useful info
addie



Index

Track Grip, Air Resistance

0-Derek (verland@mb.sympatico.ca) from 205.200.28.46:


Hi,
Just spent some time fiddling with track grip and air resistance, and I found some interesting things.

1. track grip seems to change not only track grip but also how consistently the cc's run.
For example; Adalberto's Monaco, the cc's are quick for the first half of their stint, but after 15 or so laps start to slow down and by the end of their stint are dropping 2 1\2 sec's a lap. The player on the other hand tend to start a bit slower but only loses 1\2 to 1 sec a lap toward the end of the stint, therefore becoming quicker than the cc's from about halfway through the stint. (This true for all versions od Monaco, by the way). I found that by dropping track grip to 61 the cc's were very consistent throughout the stint, running lap times within about 1\2 sec. of each other.

2. The problem with this is it changes the player car as well, the track becomes slipperier, but if you are carefull you will be quicker than the cc's.

3. To change this I found that by lowering the Air resistance to 2 lower than track grip ie. TG=61 AR=59
this helps the cc's more than the player car, so it becomes competitive again. As a matter of fact these setting seem to make the race difficult for me( which is what we want I think).

4. None of these settings change the cc's setup, you can still run the same gear ratios and wing angles.

I tried these changes on my Nurburgring track and found that I was running about 1\2 to 1 sec slower than the fastest cc car, where as with the stock setting of 64-64-64 I was just as quick and quicker after about 1\3 race distance. Also these settings give the car that "99 feel", a bit more greasy and you have to be more carefull about your driving.

Any way, some of you already know this, but for those who d'ont I thought I would pass it along.

Thanks, Derek



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