Slots and Tyres Editor 5.0
Slots and Tyres Editor 5.0
Hi, guys!
DOWNLOAD -> https://grandprix2.racing/file/tool/vie ... yre-editor
Source Code -> https://github.com/rremedio/gp2_slot_and_tyre_editor
DOWNLOAD -> https://grandprix2.racing/file/tool/vie ... yre-editor
Source Code -> https://github.com/rremedio/gp2_slot_and_tyre_editor
Last edited by rremedio on 01.02.2017, 08:19, edited 3 times in total.
Re: Slots and Tyres Editor 4.21 beta
Wow, thanks a lot!
I'd like to ask for a readme feature, which is to indicate some guide values for each of the parts of the editor, so as not to edit something completely in the dark and save users from lots of trial & error time
I'd like to ask for a readme feature, which is to indicate some guide values for each of the parts of the editor, so as not to edit something completely in the dark and save users from lots of trial & error time
Re: Slots and Tyres Editor 4.21 beta
Yeah, it really lacks it.
As stated above, a help file is in the works, but I don't know when it will be completed. The current README file explains all the features, even if it isn't very nice to navigate and it doesn't include sample values.
You can check the original Magic Data values at http://grandprix2.de/Util/Magic/GP2_Magic_Data.htm they are good guidelines, but most values effect depend on each other, on the track file and on other things.
I'm also writing a tutorial to show how I use mostly everything in the editor, combined with other editors (like GP2Edit and GP2 Track Editor) to create realistic races.
As stated above, a help file is in the works, but I don't know when it will be completed. The current README file explains all the features, even if it isn't very nice to navigate and it doesn't include sample values.
You can check the original Magic Data values at http://grandprix2.de/Util/Magic/GP2_Magic_Data.htm they are good guidelines, but most values effect depend on each other, on the track file and on other things.
I'm also writing a tutorial to show how I use mostly everything in the editor, combined with other editors (like GP2Edit and GP2 Track Editor) to create realistic races.
Re: Slots and Tyres Editor 4.21 beta
Absolutely brilliant work 

Re: Slots and Tyres Editor 4.21 beta
A couple of Quick Questions:
1) How does changing the max. revs affect gear ratios? I mean, if I'm on 900 bhp engines, and if I put up the revs to 18000, should I up, down or not touch the gear ratios?
2) How do you change the tyre type assignment for a track? Do you think it'll be possible in the future assign different tyre types to different CC?
Thanks for your help! The editor is awesome!
1) How does changing the max. revs affect gear ratios? I mean, if I'm on 900 bhp engines, and if I put up the revs to 18000, should I up, down or not touch the gear ratios?
2) How do you change the tyre type assignment for a track? Do you think it'll be possible in the future assign different tyre types to different CC?
Thanks for your help! The editor is awesome!

Re: Slots and Tyres Editor 4.21 beta
Thanks, guys!
2 - You change it by opening the track in the GP2 Track Editor, going to Edit -> CC Car Setup. There is a tyre type selector (there you can also change wings and gears). I have tried many tricks to make it possible to assign different tyre types to different ccs but I have failed so far. I have no idea if it's really possible.
1 - If you are talking car setups, the same gear ratios will make the car change gears at higher speeds, but won't change the power. You will probably want lower gear ratios so you can reach the 6th gear. You can also increase Differential Final Ratio 2 (I think 2000-2300) for a quick way to keep using the same gear ratios as before on your setups. The effects of changing RPM settings have been underwhelming in my testing, so don't expect wonders.Aerond wrote:A couple of Quick Questions:
1) How does changing the max. revs affect gear ratios? I mean, if I'm on 900 bhp engines, and if I put up the revs to 18000, should I up, down or not touch the gear ratios?
2) How do you change the tyre type assignment for a track? Do you think it'll be possible in the future assign different tyre types to different CC?
Thanks for your help! The editor is awesome!
2 - You change it by opening the track in the GP2 Track Editor, going to Edit -> CC Car Setup. There is a tyre type selector (there you can also change wings and gears). I have tried many tricks to make it possible to assign different tyre types to different ccs but I have failed so far. I have no idea if it's really possible.
Re: Slots and Tyres Editor 4.21 beta
The savedgame feature seems to be unstable, as it frequently CTDs the editor. It also seems that my antivirus (AVG) seems to be detecting it as malware for no real reason.
A quick question; when will the "Car Failure Assigments" feature be ready?
Apart from that, the editor is pretty fantastic, great job!
A quick question; when will the "Car Failure Assigments" feature be ready?
Apart from that, the editor is pretty fantastic, great job!
Re: Slots and Tyres Editor 4.21 beta
Roberto, sorry for ressurecting this thread, but I guess the save game editor never got stable, right?
Re: Slots and Tyres Editor 4.21 beta
Sorry for the late reply.
I remember fixing the crashing issue but apparently I never released the fix and I can't find it on my computer anymore.
Unfortunately updating it again would need a lot of work since the current version of the programming language I use won't run my old code and some of the libraries I used won't run in the current version so I would have to replace them and redo a lot of the programming already done. Also, just looking at my old code gives me headaches lol it is a miracle it worked (even with bugs) in the first place.
Re: Slots and Tyres Editor 4.21 beta
So last weekend I was setting up some things to start new season (which I haven't done in a few years) and the editor was behaving weirdly, so I decided it was time to rebuild it with a more suitable development environment (and learn something along the way). I've already built all the "easy parts" (the Magic Data, Physics and Misc tabs, except for the session duration settings because they need a dll to be loaded, like the saved game editor does) and the track manager. Hopefully I can do the same for the saved game editor soon and release it.
I was wondering about the missing panels in the saved game editor. My idea for the "Computer Cars Pit Strategy" and the "Car Failure Probabilities" ones was to override values created by the game with something with a little bit more sense (like, making a driving have more stops more likely if they are on the front of the grid than if they are at the back or for car failures, follow the settings on the track files for the kind of failures more likely to happen). I'm thinking about scrapping those ideas and adding just the "Car Failure Assignments" which would work for car failures the same way the other two existing panels work for setups and strategies. Not sure yet.
I'm also not adding the "Turn CCs into Human Cars" option, at least for now, since the use case for that was something someone talked to me a long time ago but I really don't remember what is was for.
I'm probably finally adding the "Retire Cars From the Race" panel if I can find the old patch I used for that (which was an Excel vba macro of all things...).
I was wondering about the missing panels in the saved game editor. My idea for the "Computer Cars Pit Strategy" and the "Car Failure Probabilities" ones was to override values created by the game with something with a little bit more sense (like, making a driving have more stops more likely if they are on the front of the grid than if they are at the back or for car failures, follow the settings on the track files for the kind of failures more likely to happen). I'm thinking about scrapping those ideas and adding just the "Car Failure Assignments" which would work for car failures the same way the other two existing panels work for setups and strategies. Not sure yet.
I'm also not adding the "Turn CCs into Human Cars" option, at least for now, since the use case for that was something someone talked to me a long time ago but I really don't remember what is was for.
I'm probably finally adding the "Retire Cars From the Race" panel if I can find the old patch I used for that (which was an Excel vba macro of all things...).
Re: Slots and Tyres Editor 4.21 beta
Great to see you again rremedio!
The updated editor with new features sounds very interesting thanks for that!
About the "Turn CCs into Human" could it have been me you were talking to? I don´t remember now. I think this feature may be interesting in Endurance races when you can simulate the driver´s change in the same car - Also the opposite (from Human to cc) could be great if it can work.
But I can understand they may be not so easy to implement with all the issues the game has when running in multiple players mode.
It could be interesting to add it in future updates of the program if it will be possible. For now I´m happy about the two new features you were mentioning.


The updated editor with new features sounds very interesting thanks for that!
About the "Turn CCs into Human" could it have been me you were talking to? I don´t remember now. I think this feature may be interesting in Endurance races when you can simulate the driver´s change in the same car - Also the opposite (from Human to cc) could be great if it can work.
But I can understand they may be not so easy to implement with all the issues the game has when running in multiple players mode.
It could be interesting to add it in future updates of the program if it will be possible. For now I´m happy about the two new features you were mentioning.



Re: Slots and Tyres Editor 4.21 beta
Iirc it was actually simple to implement. But I have to find my old files (I probably still have them).eky78 wrote: ↑01.12.2024, 22:02Great to see you again rremedio!![]()
The updated editor with new features sounds very interesting thanks for that!
About the "Turn CCs into Human" could it have been me you were talking to? I don´t remember now. I think this feature may be interesting in Endurance races when you can simulate the driver´s change in the same car - Also the opposite (from Human to cc) could be great if it can work.
But I can understand they may be not so easy to implement with all the issues the game has when running in multiple players mode.
It could be interesting to add it in future updates of the program if it will be possible. For now I´m happy about the two new features you were mentioning.![]()
![]()
![]()
I think the "Turn CCs into Human" thing was something I created so my friend could remove cars from his AI management league (when his players failed to send setups and strategies for him to apply). Then later I developed the "Retire Cars From the Race" option which was easier to use for the same purpose.
Re: Slots and Tyres Editor 5.0
I had posted a new version but apparently it is broken. I'm gonna fix it
Re: Slots and Tyres Editor 5.0
I downloaded the slot/tires editor version you currently have. Previously I had version 1.1 and it would crash randomly when I tried to save files. This one works better but I haven't tested it enough to really see that it is fixed, was this a know problem with 1.1?
I'm excited to experiment with some of the newer things in the new version.
I'm excited to experiment with some of the newer things in the new version.
Re: Slots and Tyres Editor 5.0
TBH I get confused about the version numbering in my own program lol. I don't think we had saved game functionality in 1.1 but I'm probably wrong. Anyway, that crash is a known issue in the latest version and I think it seems to not happen in my current working version which I haven't released yet because it is not creating the correct checksums when saving a save file, which makes the game see files saved with the slot editor as "corrupted".samsepi0l wrote: ↑13.02.2025, 15:58I downloaded the slot/tires editor version you currently have. Previously I had version 1.1 and it would crash randomly when I tried to save files. This one works better but I haven't tested it enough to really see that it is fixed, was this a know problem with 1.1?
I'm excited to experiment with some of the newer things in the new version.
I'm not sure about when that next version will be released because I have too much stuff going on (not related to GP2) at this moment. But as soon as I can I hope to fix it and release it.