the flow of time in gp2

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samsepi0l
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the flow of time in gp2

Post by samsepi0l »

so recently I went into all of the tracks (all 16) and switched the race and qualifying "timing" factor in the magic data to 16384. I wanted to have the time flow realistically without any modification. Just for a test today I actually measured a lap time on the screen in the game and compared that to a real life stop watch. There is a huge difference. I never noticed this. A lap around Monaco with the magic data set at 16384 takes that CC cars about 1m16s on the middle level difficulty, but in reality, this is about 1m00s on the stop watch!

Is there anything we can do to correct this? I would like the game to be as real as possible.
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rremedio
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Re: the flow of time in gp2

Post by rremedio »

I guess that's a tricky one.

I made the same test at Montreal with timing 16384 and it ran exactly the correct time.

I remember when changing from Win98 to WinXP and it ruined the timing completely. Since most of us run it in DosBox I guess differences can happen from system to system.

The only in-game things that I know that affect timing are Magic Data, Frame Rate and PO. But PO should only make the game slower, never faster. Are you running it at the maximum in-game frame rate (25.6fps)? Is your DosBox frameskip value set to zero?

I once ran GP2 inside VirtualBox with Win98 and it was very fast (but I gave up on it because the VB frame rate wasn't constant).
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samsepi0l
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Re: the flow of time in gp2

Post by samsepi0l »

rremedio wrote:
14.04.2019, 03:08
The only in-game things that I know that affect timing are Magic Data, Frame Rate and PO. But PO should only make the game slower, never faster. Are you running it at the maximum in-game frame rate (25.6fps)? Is your DosBox frameskip value set to zero?
Frameskip is zero, in-menu game FPS is max at 25.6. I spent a few hours over the weekend testing different settings but the results are consistent on every track. With Magic data timing values set at 16384 (nominal) 1m0S of real time = about 1m16s of GP2 time.
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rremedio
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Re: the flow of time in gp2

Post by rremedio »

samsepi0l wrote:
16.04.2019, 02:28
Frameskip is zero, in-menu game FPS is max at 25.6. I spent a few hours over the weekend testing different settings but the results are consistent on every track. With Magic data timing values set at 16384 (nominal) 1m0S of real time = about 1m16s of GP2 time.
I think something is off with your DosBox because I don't have such issue here, you would probably need a number around 21000 or less to fix it idk. Maybe vsync is turned on?

I had similar problems under WinXp and VDMA, but never with DOSBox.
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samsepi0l
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Re: the flow of time in gp2

Post by samsepi0l »

here is my dosbox config file....




# This is the configurationfile for DOSBox 0.74. (Please use the latest version of DOSBox)
# Lines starting with a # are commentlines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.

[sdl]
# fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
# fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
# fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
# Using your monitor's native resolution with aspect=true might give the best results.
# If you end up with small window on a large screen, try an output different from surface.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
# (output=surface does not!)
# output: What video system to use for output.
# Possible values: surface, overlay, opengl, openglnb.
# autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
# sensitivity: Mouse sensitivity.
# waitonerror: Wait before closing the console if dosbox has an error.
# priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
# pause is only valid for the second entry.
# Possible values: lowest, lower, normal, higher, highest, pause.
# mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
# usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=true
fulldouble=false
fullresolution=original
windowresolution=original
output=openglnb
autolock=true
sensitivity=100
waitonerror=true
priority=normal,normal
mapperfile=mapper-0.74.map
usescancodes=true

[dosbox]
# language: Select another language file.
# machine: The type of machine tries to emulate.
# Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
# memsize: Amount of memory DOSBox has in megabytes.
# This value is best left at its default to avoid problems with some games,
# though few games might require a higher value.
# There is generally no speed advantage when raising this value.

language=
machine=svga_s3
captures=capture
memsize=16

[render]
# frameskip: How many frames DOSBox skips before drawing one.
# aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!.
# scaler: Scaler used to enlarge/enhance low resolution modes.
# If 'forced' is appended, then the scaler will be used even if the result might not be desired.
# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.

frameskip=0
aspect=true
scaler=super2xsai


[cpu]
# core: CPU Core used in emulation. auto will switch to dynamic if available and appropriate.
# Possible values: auto, dynamic, normal, simple.
# cputype: CPU Type used in emulation. auto is the fastest choice.
# Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
# cycles: Amount of instructions DOSBox tries to emulate each millisecond.
# Setting this value too high results in sound dropouts and lags.
# Cycles can be set in 3 ways:
# 'auto' tries to guess what a game needs.
# It usually works, but can fail for certain games.
# 'fixed #number' will set a fixed amount of cycles. This is what you usually need if 'auto' fails.
# (Example: fixed 4000).
# 'max' will allocate as much cycles as your computer is able to handle.
#
# Possible values: auto, fixed, max.
# cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.

core=auto
cputype=auto
cycles=auto
cycleup=10
cycledown=20

[mixer]
# nosound: Enable silent mode, sound is still emulated though.
# rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
# Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=44100
blocksize=1024
prebuffer=20

[midi]
# mpu401: Type of MPU-401 to emulate.
# Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
# Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use.
# See the README/Manual for more details.

mpu401=intelligent
mididevice=default
midiconfig=

[sblaster]
# sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
# sbbase: The IO address of the soundblaster.
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
# irq: The IRQ number of the soundblaster.
# Possible values: 7, 5, 3, 9, 10, 11, 12.
# dma: The DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# hdma: The High DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
# Possible values: auto, cms, opl2, dualopl2, opl3, none.
# oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
# Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
# Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=44100

[gus]
# gus: Enable the Gravis Ultrasound emulation.
# gusrate: Sample rate of Ultrasound emulation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# gusbase: The IO base address of the Gravis Ultrasound.
# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
# gusirq: The IRQ number of the Gravis Ultrasound.
# Possible values: 5, 3, 7, 9, 10, 11, 12.
# gusdma: The DMA channel of the Gravis Ultrasound.
# Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
# there should be a MIDI directory that contains
# the patch files for GUS playback. Patch sets used
# with Timidity should work fine.

gus=false
gusrate=44100
gusbase=240
gusirq=5
gusdma=3
ultradir=C:\ULTRASND

[speaker]
# pcspeaker: Enable PC-Speaker emulation.
# pcrate: Sample rate of the PC-Speaker sound generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
# Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).

pcspeaker=true
pcrate=44100
tandy=auto
tandyrate=44100
disney=true

[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks),
# 4axis (supports one joystick, first joystick used),
# 4axis_2 (supports one joystick, second joystick used),
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# (Remember to reset dosbox's mapperfile if you saved it earlier)
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
# autofire: continuously fires as long as you keep the button pressed.
# swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
# buttonwrap: enable button wrapping at the number of emulated buttons.

joysticktype=auto
timed=false
autofire=false
swap34=false
buttonwrap=false

[serial]
# serial1: set type of device connected to com port.
# Can be disabled, dummy, modem, nullmodem, directserial.
# Additional parameters must be in the same line in the form of
# parameter:value. Parameter for all types is irq (optional).
# for directserial: realport (required), rxdelay (optional).
# (realport:COM1 realport:ttyS0).
# for modem: listenport (optional).
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
# transparent, port, inhsocket (all optional).
# Example: serial1=modem listenport:5000
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.

serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled

[dos]
# xms: Enable XMS support.
# ems: Enable EMS support.
# umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).

xms=true
ems=true
umb=true
keyboardlayout=auto

[ipx]
# ipx: Enable ipx over UDP/IP emulation.

ipx=false

[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here.
mount c ~/dos/c/
c:
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rremedio
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Re: the flow of time in gp2

Post by rremedio »

I can't see anything wrong. I even tried your settings file and the timer worked perfectly here so I don't know how you can fix it ](*,)
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F1GParchive
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Re: the flow of time in gp2

Post by F1GParchive »

Hi,

The time seems to run correctly in DOSBox SVN Daum, as opposed to the standard DOSBox version.
It fixed the problem of the time running too fast in the game, at least for me.

You can get it here:
http://ykhwong.x-y.net/
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rremedio
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Re: the flow of time in gp2

Post by rremedio »

I can confirm that.

I've been using DOSBox SVN Daum but I didn't think it made any difference. After installing the standard DosBox version, I get the same timing problems.
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samsepi0l
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Re: the flow of time in gp2

Post by samsepi0l »

F1GParchive wrote:
19.04.2019, 00:53
Hi,

The time seems to run correctly in DOSBox SVN Daum, as opposed to the standard DOSBox version.
It fixed the problem of the time running too fast in the game, at least for me.

You can get it here:
http://ykhwong.x-y.net/
Strange-I will have to try this today. I only have 2 games I play (Indycar Racing 2 by Papyrus and GP2) ICR2 never had this problem with the "original" dosbox.

Is this a 32bit version? <--------------- EDIT: I see that it is 32 now.

I am using linux mint
I downloaded the 7z file, and extracted it. I changed the folder and all files permissions to "executable".

I went into my terminal and tried to run it with "./dosbox" in the folder everything was extracted to. I get this error..


error while loading shared libraries: libtbb.so.2: cannot open shared object file: No such file or directory
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samsepi0l
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Re: the flow of time in gp2

Post by samsepi0l »

So I spent all day (literally, all day!) trying to get this to work.

No dice.

I gave up on the linux version, so I downloaded the windows version. I got it to work in my windows 7, I checked the time and it was perfect like you guys said.

Then I tried to get my steering wheel and pedals to work and they won't calibrate properly. I tried "timed=false" and "timed=true" in the settings but it won't calibrate or even work properly in the windows version. I have a logitech driving force gt wheel and pedal set. I installed the software for windows and when I go into the logitech gaming software it appears to work perfect in windows. When I go into GP2 to calibrate the wheel and pedals inside of the game it just jumps around everywhere, the pedals don't even seem to be showing up.

I am frustrated beyond belief right now. I feel like I wasted my entire day.
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samsepi0l
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Re: the flow of time in gp2

Post by samsepi0l »

UPDATE - Dosbox ECE works the same as DAUM as well. I could not figure out how to sucessfully install either in linux so I tried them in win 7.

Both time correct.

Steering wheel and pedals don't work in either. So I'm still not any better off.
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samsepi0l
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Re: the flow of time in gp2

Post by samsepi0l »

Do either of you that use dosbox SVN DAUM use a steering wheel and pedals? If so, did you have similar problems? what wheel and pedals do you use?
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Michael82
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Re: the flow of time in gp2

Post by Michael82 »

Hello, I have the same problem with svn-daum when I manage my xbox 360 controller... I don't know how it works. However, I can play with it. Currently, I play on win 7 64 bits with an original configuration of GP2 in Ace mode without helps (f2 and f7 off too) and after Hockenheim I am Alesi in second position 3 points behind Schumacher. So I think it is playable with a steering wheel too..
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samsepi0l
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Re: the flow of time in gp2

Post by samsepi0l »

Michael82 wrote:
20.04.2019, 08:55
Hello, I have the same problem with svn-daum when I manage my xbox 360 controller... I don't know how it works. However, I can play with it. Currently, I play on win 7 64 bits with an original configuration of GP2 in Ace mode without helps (f2 and f7 off too) and after Hockenheim I am Alesi in second position 3 points behind Schumacher. So I think it is playable with a steering wheel too..
What do you mean- you have the same problem with the "jittery" steering and calibration?
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rremedio
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Re: the flow of time in gp2

Post by rremedio »

samsepi0l wrote:
20.04.2019, 06:36
Do either of you that use dosbox SVN DAUM use a steering wheel and pedals? If so, did you have similar problems? what wheel and pedals do you use?
I use the keyboard only for gp2 (I never liked driving with the steering wheel in GPx games like I do with newer sims). I have an old logitech momo I'll give it a try tonight.
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