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Re: Magic Data and GP2 Physics

Posted: 01.06.2010, 19:27
by Peze
This is good stuff! And the Slot editor of yours, marvellous :D

Re: Magic Data and GP2 Physics

Posted: 01.06.2010, 20:02
by Michael82
rremedio wrote:Michael, you can do it with the magic data editor. There you may change the wear and the grip for all 4 tyre types (you must select which type you use for each track in the Track Editor). You may try my 2009 test files from this topic -> viewtopic.php?f=8&t=530

Regards
Thanks for your reply
yes I used. But there are not effect in the game. :s I don't understand. when I put 0 in pitstop strategy
( like in the 80s ) in trackeditor and I change all the tyre data values in your slot and physic editor the cc's cars will not go to the pit during the race. Why?
I have changed the tyre data to higher and lower values but the cars don't stop in pit like in a programmed strategy with fuel. i tried your test 2009 but you have a strategy with fuel consumption.
It's strange or i have forget anything. :?

Re: Magic Data and GP2 Physics

Posted: 02.06.2010, 00:29
by rremedio
The strategies are for 100% races...the ccs won't stop just for tyres if they don't need to refuel. That's a GP2 limitation. I'm working on a tool for that, but it will take a little longer...

Re: Magic Data and GP2 Physics

Posted: 02.06.2010, 08:16
by Michael82
Yes, it was for the 1994 season..

You are the new Geoff Crammond :) Your works are great!

Re: Magic Data and GP2 Physics

Posted: 02.06.2010, 16:58
by rremedio
:lol: Not even close...

Re: Magic Data and GP2 Physics

Posted: 12.10.2012, 06:07
by rremedio
Rise from your grave, topic!!

Sorry about that, but I couldn't help it.

So becouse of the problems regarding the installation of the Slot Editor on some systems, I decided to finish a new version I have abandoned some time ago. The reason I did abandon it was becouse of the filesize which some of you will find unacceptable: 37MB. I hope to find a better way to build the program for the next version, but now it's what we get. Those who dare to download the little monster will also notice it's far slower than the previous one. You may wonder why I did it that way with so big disavantages, but it was becouse it was easier and faster to build and wouldn't require crappy .NET framework and VC++ redistributables that were causing some problems. The other option was Visual Basic 6, which would make it fast and work on even more systems, but it would take much more time and I don't even have it installed here anymore. But it remains an option for next versions.

For those who wonder why, the reasons for the big size are two. First, Ruby has no compiler available, so the .exe has the language interpreter packed on it, it raises the filesize a little and makes the program slower. Second, and most important, the GUI library (Qt) is too big and it's also packaged on the exe.

To compensate, there are too new features:

1 - Human Grip level - a nice factor which changes the driving grip for the human players and have it's values compatible with GP2 Edit performance values (default is 16384).

2 - GP2Limit - does the same as the gp2limit program, just a simpler way to use it than the old DOS based program.

So if you have patience for the big download, the file is here.

@AAS: If you add the file or the link (becouse of the filesize) to grandprix2.de, please keep the previous version too.

Re: Magic Data and GP2 Physics

Posted: 12.10.2012, 14:34
by Peze
Ace of editors from GP2 Wizard!

The editor works fine, and new features are nice bonus (and bonus too is to avoid C++/Net framework inconveniences). And size for me is acceptable, as long as it works:) Great work rremedio!!! =D> =D> =D> =D> =D>

Re: Magic Data and GP2 Physics

Posted: 12.10.2012, 15:14
by rremedio
I'm glad it worked. If people accept the filesize, I could merge the Physics Editor on it (wouldn't increase the file size) and maybe some other things I'm thinking about adding.

Re: Magic Data and GP2 Physics

Posted: 12.10.2012, 15:57
by Peze
:thumbsup: for that!

Re: Magic Data and GP2 Physics

Posted: 13.10.2012, 08:14
by RacerBG
Great work from you man. \:D/

Re: Magic Data and GP2 Physics

Posted: 13.10.2012, 18:20
by rremedio
Thank you! :D

Re: Magic Data and GP2 Physics

Posted: 18.10.2012, 21:07
by rremedio
Version 2.1 is out!

I removed some messages when you import data from the .exe and partially corrected a bug with the dialogs which load .m2d and .t2d files (thanks Petri for the bug catching!).

Also, I've added a new feature. Now you can change the limit of simultaneous cars on track at a non-race season (i. e. if you don't want multiple cars on track at the same time at qualifying sessions). Thanks to René Smith for explaining me about that limit.

Here is the link.

Re: Magic Data and GP2 Physics

Posted: 19.10.2012, 13:56
by Peze
Downloaded :D

That's great feature! It seems that 14 is default value, I might try 28 too :mrgreen:

Re: Magic Data and GP2 Physics

Posted: 19.10.2012, 14:46
by rremedio
Peze wrote:Downloaded :D

That's great feature! It seems that 14 is default value, I might try 28 too :mrgreen:
I don't know if 28 will work. Maybe if you increase the fuel laps with GP2Edit. I still need to understand the other factors involved on this. ](*,)

Anyway, René said a exe editor like this won't be able to have the fine degree of control GPxPatch has on the number of cars on track.

Re: Magic Data and GP2 Physics

Posted: 19.10.2012, 15:18
by Peze
You're right, fuel laps needed increasing:)

Here's results after quick test:

CC's on Qualification: 28
Qual. fuel laps: 7
Max amount of cars on the track was 7

With value 28 and 12 fuel laps there were 14 cars max.
And 14 cars again with value 28 and 20 fuel laps - and also with value 56 (doubled).

So 14 cars is the max, probably cause teams let only one car at time to track?

Also checked when value was set to 1 and no one enetered to track :mrgreen: So it has to be at least 2 since player's car on the pit lane was added :)