GP2 edit questions

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Laahustaja
GP2 Newbie
Posts: 17
Joined: 30.09.2019, 11:33

GP2 edit questions

Post by Laahustaja »

Hi all,

Thanks for everybody for the help on my previous questions. I have a couple of new ones though, since there is a lot to learn.

In GP2edit, how is the car technical failure rate calculated? The number values seem to go from 0-16000. However, if I want to have a team with a 50% technical failure rate, should this slider then be set to 8000? Or is this decided by some other mathematical formula?

Second one is about driver grip levels. Lot of the mods set the grip levels from 13000-16000 range, while in the vanilla game the levels are a lot lower. Does this increase the overall difficulty of the game or is that decided by some kind of scaling?
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rremedio
GP2 Legend
Posts: 1559
Joined: 14.01.2007, 15:05

Re: GP2 edit questions

Post by rremedio »

Laahustaja wrote:
09.10.2019, 07:55
Hi all,

Thanks for everybody for the help on my previous questions. I have a couple of new ones though, since there is a lot to learn.

In GP2edit, how is the car technical failure rate calculated? The number values seem to go from 0-16000. However, if I want to have a team with a 50% technical failure rate, should this slider then be set to 8000? Or is this decided by some other mathematical formula?
This post by TDK explains how it works. Unfortunately, the original topic is gone:
TdK wrote:First off all:
The maximum for reliability is 16384. You can find out why in the orginal carset. There all the
values are made from 16384.

For an example:
Benetton/williams: 2048 = 4 times a failure = 512 for 1 failure
McLaren = 6656 / 512 = 13

32 x 512 = 16384
Every failure a car has is 1. when a race starts you have 2 cars in a team. So, there are 16 races:
16 x 2 = 32
32 x 512 = 16384 --> the max. value. Which means 100% unreliable...
So; In one season of 16 races, a team (2 cars each race, which makes 2x16 races=32) suffers 10 failures. Then you will get a failure rate off: 16384/32=512 x 10 failures = 5120

Now: When a car is set to 2048, it will suffer failure around 4 times in a season. So this can be 3 times, but also 5 times.
When a value is set at 16384, the max. failures in a season is 32. But they never do this!!! Mostly about 25 times...

Values set above 16384, won't have the same effect. I've tested it some years ago. Settings higher than 16384 will give strange results. Some cars won't have more than 10 failure's, and cars set (just) under 16384 will failure a lot more. Let's say about 25 times...

So as a summary:
The game is not made for failure ranges above 16384. It's not designed for it. Sure, you can try it out, but it will give strange effects.
Laahustaja wrote:
09.10.2019, 07:55
Second one is about driver grip levels. Lot of the mods set the grip levels from 13000-16000 range, while in the vanilla game the levels are a lot lower. Does this increase the overall difficulty of the game or is that decided by some kind of scaling?
The levels in vanilla are between 13846 and 16384.

The vanilla values try to emulate the whole season, which had very different results in some races. Also, the difference between the top cars and the slower cars is very very big. That's why the top car (Schumacher) has 16384 while some cars are bellow 15000. And the Random Grip Range (which is the most important value actually) starts at 938 for Schumacher and go past 3000 for the slower drivers. Those are huge values for the random grip range compared to most carsets.
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Laahustaja
GP2 Newbie
Posts: 17
Joined: 30.09.2019, 11:33

Re: GP2 edit questions

Post by Laahustaja »

Ok, thanks for your help again!
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