Magic Data and GP2 Physics

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rremedio
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Re: Magic Data and GP2 Physics

Post by rremedio » 27.10.2012, 11:43

Thank you, Michael!!! Don't worry about the Seasons Project. The guys are working must faster than I expected and I'm not sure if I should update the physics with the new factor before I upload the next files to them.
"The Fox provides for himself. but God provides for the Lion" - The Marriage of Heaven and Hell by William Blake

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Peze
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Re: Magic Data and GP2 Physics

Post by Peze » 28.10.2012, 21:22

eky78 wrote:I've tested the cars limit:
100 cars limit
50 laps fuel in GP2Edit for qualifying
1h session

Results: 16 cars simultaneously (or 15 + player car) each starting with 18 laps of fuel (not 50 as it should be)
I changed the duration of the session...but nothing changed
Than I count the nimbert of pit-boxes and they are 16 and not 14!

But maybe you already know these things...:)
I don't know anything about these things :) Strange thing, since I got 14 (or 15, cars out 14 in the qualification table), so checked it again with those car numbers(100): still 14 cars, then with those fuels(50, but got only 9 fuel laps) and again 14 (+1) cars. Test track was Monaco, maybe with longer track result could be different, so tested (randomly selected) in Ultima circuit and then I got 15 (+1) cars! Not sure is it because of longer track (what was the track(s) you tested eky78?) or some data in the track file which makes the difference.

eky78
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Re: Magic Data and GP2 Physics

Post by eky78 » 31.10.2012, 09:37

tested many track, also Monaco, and always 16 (or 15+player). Strange we get different results...

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Peze
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Re: Magic Data and GP2 Physics

Post by Peze » 31.10.2012, 18:59

Had to check again why we had different result: first I tried with original Monaco and again 14+1, but when increased Qualification periods from 30 minutes, that I had, there was 15+1 cars! Only 31 minutes was enough to get it, but in some othet tracks 30 minutes (maybe less) is enough. The length of Qualification periods also has effect on fuel laps amount on cc cars which is the reason why now Monaco worked since with 30 min there was 9 fuel laps and with 31min, 10 fuel laps (and 60 min resulted 18 fuel laps).

Philip00
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Re: Magic Data and GP2 Physics

Post by Philip00 » 31.07.2013, 01:29

Hi all!

I try to set up 14 cars on track with 4 lap of fuel, but only 2 cc cars on the track woth me 3 cars on the track. why?

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rremedio
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Re: Magic Data and GP2 Physics

Post by rremedio » 01.08.2013, 00:15

I have to say that even being the author of this editor, I don't understand how GP2 calculates these things very well.

How long are your qualifying sessions? In which track are you having this issue?
"The Fox provides for himself. but God provides for the Lion" - The Marriage of Heaven and Hell by William Blake

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Philip00
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Re: Magic Data and GP2 Physics

Post by Philip00 » 01.08.2013, 10:32

rremedio wrote:I have to say that even being the author of this editor, I don't understand how GP2 calculates these things very well.

How long are your qualifying sessions? In which track are you having this issue?
1. 1 hour session and in all tracks(i use original tracks) , jst grow up cars if i grow up fuel for cc. What should i do becsaue i want to play with only 4 laps of fuel for cc, becsaue they run faster with little fuel

2. How can i modify tyre wear for cc cars? becsaue as you said if i modify this value in your slot and tyre editon it's only affect in players car

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rremedio
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Re: Magic Data and GP2 Physics

Post by rremedio » 20.08.2013, 22:12

Sorry about the delay, I haven't been online for while.

1. I understand the problem, but right now I can't help you. That factor in the editor will just set a limit for the number of cars in the track, but the actual number of cars is calculated by GP2 and it uses the number of fuel laps to do that. GPXPatch overrides that calculations, but it's far beyond my skills to dothe same in GP2.

2. The tyre wear for ccs cannot be changed by magic data. You can change the general tyre wear in the Misc section of the editor (the Tyre Types area). It will work for both ccs and players. Then you can adjust the player cars wear to balance the race. Remember that the "Tyre Wear" value in the magic data is overridden by the value stored in the track .dat file if you use GP2Lap. I highly recommend GP2lap, so you suggest that you change this value in the track .dat (using the Track Editor). I suspect that there is indeed a value for "cc tyre wear" hidden in the .dat file (Track Config - Various Data Blocks), but I can't tell you this for sure. Most of that data fits data there were moved to the "magic data" in GP3 and in GP3 there is the "cc shuffler" factor which controls cc tyre wear. But this needs further testing.
"The Fox provides for himself. but God provides for the Lion" - The Marriage of Heaven and Hell by William Blake

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MaxX
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Re: Magic Data and GP2 Physics

Post by MaxX » 22.08.2013, 17:43

Very interesting indeed, when I`m having some spare time for testing I`ll take a closer look on this one. Seems that there have been some improvements =D>
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