Making GP2 more realistic with the correct values

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MaxX
GP2 Star
Posts: 1074
Joined: 28.02.2007, 11:41
Location: Salzburg, Austria

Re: Making GP2 more realistic with the correct values

Post by MaxX »

I once made an excel table for this purpose (combination of management and racing), but due the lack of time I didn`t go further.

It fully supported the idea of MaxD, a driver DB, price money depending on result and a factor (team`s position of last season) and various "tuning" abilities. For instance 5 different chassis with different abilities (base grip, rel, randomisation) etc.

Such projects are intresting yet time-consuming ;)

Good luck with it
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AD
GP2 Acc
Posts: 720
Joined: 12.09.2006, 15:02

Re: Making GP2 more realistic with the correct values

Post by AD »

MäxX wrote:Such projects are intresting yet time-consuming ;)
That's very true. :|
1996 .. 2024 .. 28 years and counting ..
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samsepi0l
GP2 Racer
Posts: 402
Joined: 01.03.2019, 01:39
Location: Chicago USA

Re: Making GP2 more realistic with the correct values

Post by samsepi0l »

rremedio wrote:
11.01.2011, 21:41
There's no editor available to edit the "player grip", I do it via hex editor. I may include it on the Physics Editor. You can also change it track by track using command 0xdd (not sure if they are really the same thing, but old patcher did think yes).
Rremedio - do you know if its possible to use 0xDD to increase the grip only for specific sectors on a track? Let's say in a corner where either I, or the CCs have a big advantage (maybe due to height transitions)

I mean - is it like changing a texture where you have a default texture and then use 0xbc to change it?
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