Magic Data and GP2 Physics
Posted: 09.06.2008, 02:02
Hi there!
I've been playing with the Magic Data and I've made some advancments. For those who don't know, the magic data is the group of factors which define de slot behaviors. I've found 23 factors, but I don't know what half of them do. There's no other factors after factor 23, but there may be others before factor 1, I need to find out.
I could not find the factors which define the pit in/out distances.
These are the factors (one of them per slot).
1. Tyre wear - if you use GP2Lap, this value is switched with the value in the Track Info.
2. Slot Grip Factor - affects the cc performance in the corners.
3. Qual Grip Factor - affects the cc performance in the corners in qualifying sessions.
4. Race Grip Factor - same as 3, but for Race sessions.
5. Unknown (Corner Factor) - it produces strange results when changed, it's a grip factor, but it also affects the way the ccs enter the corners (if set too right they will miss the corner).
6. Unknown
7. Qual grip factor 2 - similar to 3
8. Race grip factor 2 - similar to 4
9- Qual timing factor - affects the time speed of the qualifying (affects laptimes without changing performance....gives funny results if set too high)
10 - Race timing factor - same as 9, but for Race
11- Unknown
12- Unknown
13- Unknown
14- Unknown - same for all slots
15- Unknown
16- Unknown
17- Unknown - same for all slots
18- Unknown
19- Unknown
20- Unknown
21- Human Fuel Comsumption
22- CC Fuel Comsumption
23- Unknown
In the same "region" of the exe there are other two "global factors". The act exactly like factors 9 and 10 (one for qual, other for race), but they affects all slots at the same time.
I'm setting up a small tool to edit them without using a hex editor. It's almost done, it just need a few more tests (it works already, but I'm not sure if it patches the game correctly). It woult be nice if someone else make tests trying to figure out all these Unknowns. Also, I may send it to anyone who wants to try it for fun. With a little imagination I can reproduce the modern tyres behavior, getting better laptimes while the fuel is spent.
Another things is the game physics. I've found a lot of aerodinamic factors togheter with the traditional "car settings". Seems like gp2 has almost the same number of physic factors than gp3! I'm thinking about creating an editor, or more likely a simple patcher for testing. But there's a lot of things that need testing. Is someone willing to help?
It would be great to GP2 future.
I've been playing with the Magic Data and I've made some advancments. For those who don't know, the magic data is the group of factors which define de slot behaviors. I've found 23 factors, but I don't know what half of them do. There's no other factors after factor 23, but there may be others before factor 1, I need to find out.
I could not find the factors which define the pit in/out distances.
These are the factors (one of them per slot).
1. Tyre wear - if you use GP2Lap, this value is switched with the value in the Track Info.
2. Slot Grip Factor - affects the cc performance in the corners.
3. Qual Grip Factor - affects the cc performance in the corners in qualifying sessions.
4. Race Grip Factor - same as 3, but for Race sessions.
5. Unknown (Corner Factor) - it produces strange results when changed, it's a grip factor, but it also affects the way the ccs enter the corners (if set too right they will miss the corner).
6. Unknown
7. Qual grip factor 2 - similar to 3
8. Race grip factor 2 - similar to 4
9- Qual timing factor - affects the time speed of the qualifying (affects laptimes without changing performance....gives funny results if set too high)
10 - Race timing factor - same as 9, but for Race
11- Unknown
12- Unknown
13- Unknown
14- Unknown - same for all slots
15- Unknown
16- Unknown
17- Unknown - same for all slots
18- Unknown
19- Unknown
20- Unknown
21- Human Fuel Comsumption
22- CC Fuel Comsumption
23- Unknown
In the same "region" of the exe there are other two "global factors". The act exactly like factors 9 and 10 (one for qual, other for race), but they affects all slots at the same time.
I'm setting up a small tool to edit them without using a hex editor. It's almost done, it just need a few more tests (it works already, but I'm not sure if it patches the game correctly). It woult be nice if someone else make tests trying to figure out all these Unknowns. Also, I may send it to anyone who wants to try it for fun. With a little imagination I can reproduce the modern tyres behavior, getting better laptimes while the fuel is spent.
Another things is the game physics. I've found a lot of aerodinamic factors togheter with the traditional "car settings". Seems like gp2 has almost the same number of physic factors than gp3! I'm thinking about creating an editor, or more likely a simple patcher for testing. But there's a lot of things that need testing. Is someone willing to help?
It would be great to GP2 future.