Forum Postings 2002 October/November

http://www.mircx.com/cgi-bin/forum.cgi?forum=Tracked

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Maximum laps
Jam file names
Is this a GP4 deunk? (0xf5 arguments)

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Index

Maximum laps

Posted by bigears from 195.92.194.12:

I am planning ot do a CART season but I want to know what is the maximum number of laps on certain tracks?

I always presumed it would be 99laps but I checked out the GP3 forum and there is a topic about it. one of the guys said it is 127 laps

any comfirmation of this comment?

Posted by Otavio Silveira from 200.140.234.135:

At least in GP2 is. I believe to be the same in GP3.

Do you already done any test?

Posted by bigears from 134.220.2.2:

I can't test it right now as my computer is being repaired at the moment so I want to prepare for my new CART season.

So it would be 127 laps then? But I won't chekc the lap chart as it will crash the game anyway.

Posted by Tom C from 62.64.211.170:

This is confirmed :

100 is the most the lap chart will take.

127 is the maximum although sometimes the results can get screwed up so its better to use 125 or 126.


Index

Jam file names

Posted by bigears from 195.92.194.18:

After I have been installing more tracks into my GP3, a lot of those tracks share the smae filename like "Spa3jam" with ther trackfiles from Spa 2001 or Spa 2002

How can I change the jamfile name? I am not sure where to go on the TE.

Cheers guys

Posted by gap from 151.29.6.1:

Track tree --- Jam files, right click on the Jam file you wish to replace, then choice the Rename Jam File from the appearing popup menu. Select the new Jam file, but remember: it has to be a SW one and has to be placed in a subfolder of the gp3jams folder having the same name as the subfolder of gprjamsH where you placed the corresponding HW jam. I hope I was been clear.

out of topic; did you read this post:
http://www.mircx.com/cgi-bin/forum.cgi?forum=Tracked&message=11062

Posted by Larry O'Meara from 204.74.20.11:

Actually, with all due respect, you don't really need to point to the SW jam if it's a HW track. It works if you select the HW jam file in the HW folder but the track will only work in HW mode. Whereas pointing to the SW jams will allow the dat file to work in either HW or SW mode.

Here's how I have always done it, step-by-step to make it as clear as possible:
1.Put the jams in a newly created subfolder in the gp3jams or gp3jamsh folder depending if they are software or hardware jams, respectively.
2.Open the track file with the track editor.
3.Expand the track tree on the left by clicking on the small + sign.
4.Find the Jam Files branch and expand that.
5.In that branch, find the jam name that you want to have in the new directory and left click on it to select it.
6.Right-click on the same jam to open the drop-down menu and left-click on Rename Jam File.
7. Browse to the jam file in the new directory, select the file and click on Open.
8. A message will appear saying "Setting Jam File to..." Click on Yes.
9. Repeat the above for each jam file.

Posted by gap from 151.29.6.1:

Yep, it is possible to use HW jams, but you has to check the "Use HW Jams" option, and you can't see the preview in the track editor.... Anyway I'm guessing: I never used this option and nowadays, with the James Knopp Jam Tool, to convert the HW jams to SW ones is a game for childs ;)


Index

Is this a GP4 deunk? (0xf5 arguments)

Posted by Larry O'Meara from 216.239.65.231:

I have been playing around with the 0xf5 command. We already know that arg(2) determines which side of the track and arg(3) is the distance to the fence, but changing arg(3) by only 1 changes the distance by quite a lot. So, I thought there might be a fine adjustment for this. It's arg(4)!
To test it, I found a fence that had arg(4) of around 32768. When I made it 1, I hit the "physical" wall before reaching the "graphic" wall. When I made it 65535, I went through the graphic wall before hitting the physical wall. I'll now try intermediate values like 16384 and 49152.

Posted by Larry O'Meara from 216.239.66.34:

I have just tried a few intermediate values and it gave the appropriate results. A value of 0 also works (doesn't make game crash).

Posted by Flo from 80.128.193.150:

Perhaps it works like the cc-line args ?
So, arg(3) would be like the sign number and arg(4) like the radius.

Posted by Larry O'Meara from 216.239.67.90:

Actually, arg(3) is the coarse adjustment for the distance. Arg(4) is the fine adjustment.

Each unit in arg(3) is equal to 65535 units of arg(4). Arg(3) and arg(4)could be taken as the MSW and LSW of a 32-bit value, though I haven't tested the max value of arg(3).

ex: I observed the same results by using arg(3)=1 and arg(4)=65535 as I did with using arg(3)=2 and arg(4)=0




Index

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